I’m deploying my HelloWorld project of VR in the Meta Quest 3. It works in the PC in GD and C# version. But in Quest 3, always show an black window but no VR.
Include picture that I see in my quest 3.
Please, can you help me in these first steps?
Do you have MSAA 3D enabled in the Project Settings? If so, try disabling it.
Also, which rendering method are you using in the project? Try switching to the Compatibility rendering method in the project settings (also for its .mobile override).
I tried getting your project to work, but couldn’t. Based on the errors I was getting, I’m assuming it is based around gdextension. Here’s a sampling:
04-14 06:48:34.524 18832 18832 E godot : at: load_gdextension_resource (core/extension/gdextension.cpp:860)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Failed loading resource: res://addons/godotopenxrvendors/khronos/plugin.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
04-14 06:48:34.524 18832 18832 E godot : at: _load (core/io/resource_loader.cpp:275)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Error loading extension: res://addons/godotopenxrvendors/khronos/plugin.gdextension
04-14 06:48:34.524 18832 18832 E godot : at: load_extensions (core/extension/gdextension_manager.cpp:234)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Error loading GDExtension configuration file: res://addons/godotopenxrvendors/lynx/plugin.gdextension
04-14 06:48:34.524 18832 18832 E godot : at: load_gdextension_resource (core/extension/gdextension.cpp:860)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Failed loading resource: res://addons/godotopenxrvendors/lynx/plugin.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
04-14 06:48:34.524 18832 18832 E godot : at: _load (core/io/resource_loader.cpp:275)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Error loading extension: res://addons/godotopenxrvendors/lynx/plugin.gdextension
04-14 06:48:34.524 18832 18832 E godot : at: load_extensions (core/extension/gdextension_manager.cpp:234)
04-14 06:48:34.524 18832 18832 E godot : USER ERROR: Error loading GDExtension configuration file: res://addons/godotopenxrvendors/meta/plugin.gdextension
04-14 06:48:34.524 18832 18832 E godot : at: load_gdextension_resource (core/extension/gdextension.cpp:860)
There are lots of log entries that I have never seen in my own VR programs that I don’t know how to handle. Here’s a sampling:
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_R16UI
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RG16UI
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGB16UI
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGBA16UI
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_R16I
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RG16I
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGB16I
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGBA16I
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_R16F
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RG16F
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGB16F
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_RGBA16F
04-14 06:48:35.271 18832 18860 I godot : OpenXR: Found supported swapchain format GL_R32F
They are just informational, but they don’t appear in my programs.
I also found missing keys in the export settings. I used my own for testing, but it didn’t help.
The project didn’t have the Android build system installed. I installed it for testing, and it still didn’t help.
The next step would be to build a basic OpenXR project without any references to gdextension, but I don’t have the time at the moment.
It is my first test project in Godot, I guess that is something about my setup, I’m learning to use it. I followed some youtube videos to get this result.
Please, can you share a settings an easy project to try to do the same?
I have created a minimalist OpenXR project for the Quest 3. It includes a prebuilt APK file ready to be installed and run. I have removed my credentials from the export setting, but the project is otherwise ready to build once you provide your own credentials:
Great, your project work, I will adapt the mine with same way.
Thanks a lot for you support, I appreciate so much. Now a I can start to do things with Godot.