Is the OpenXR first person controller required?

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:bust_in_silhouette: Asked By stormreaver

I am transitioning from the Godot Oculus Mobile plugin to OpenXR. Is the first person controller class from the OpenXR plugin required to be in my project, or is it included in the plugin just for demonstration purposes?

When I create a sample project using OpenXR, and try to implement hand-tracking, I start to get loads of errors when I put down my controllers:

OpenXR No interaction profile for /user/hand/left
OpenXR No interaction profile for /user/hand/right
ERROR: OpenXR failed to release swapchain image! [XR_ERROR_CALL_ORDER_INVALID]
at: xr_result (…/…/…/…/…/src/openxr/OpenXRApi.h:343) - OpenXR failed to release swapchain image! [XR_ERROR_CALL_ORDER_INVALID]
OpenXR EVENT: session state changed to XR_SESSION_STATE_VISIBLE
On state visible

Then the swapchain image error repeats indefinitely, and my program freezes while running on the Quest.

:bust_in_silhouette: Reply From: stormreaver

I can’t reproduce the swapchain image errors after setting controller visibility based on the get_is_active() function in _process(delta), so I think that problem is solved.