Meta Quest 3 XR : environment depth occlusion not behaving as expected

Godot Version

4.5

Question

Hello !
I’m trying to use the new Environment Depth Occlusion of the OpenXR Meta plugin , I’ve followed the tutorial here : Meta Environment Depth — Godot OpenXR Vendors plugin documentation

I seems to be almost working, but I have a weird effect on the depth occlusion, it sort of changes the the XRCamera rotates (i.e. I turn my head)

You may see a short video of what i get here https://drive.google.com/file/d/1k6JhB9pd4e3gkG4GR5SLmTE8sggQvZ41/view?usp=sharing

I’m not sure what I’m missing.

Thanks
M.

1 Like

I’m having the exact same issue, did you ever end up finding a fix for this?

Unfortunatly, no. As you can see, no anwser from this forum.
I had to work on some other things, i’ll get back to it in a few weeks, it’s not a priority for me now. It’s a nice feature, but not critical to my application

I’m going to try some more debug between my scene and the sample scene, but if I end up making an issue in the godot-xr-vendors github is it alright if I include this forum post?

Sure, good idea. If my video can help figure out what’s going on, i’ll be happy

The topics discussed in the issue fixed my problem: 'META_ENVIRONMENT_DEPTH_TEXEL_SIZE' does not exist · Issue #372 · GodotVR/godot_openxr_vendors · GitHub. Basically, calling center_on_hmd() was messing everything up and removing those calls fixed the issue.

OK, thanks for the link.
however, I do not call center_on_hmd, so it’s probably something else in my case.
It may be related to the way I initialise the OpenXRMetaEnvironmentDepth node dynamically.
I’ll wait for the 4.2 plugin version to sort it out.