Object picking error

Godot version 4.4 .1`

Hi All,

I brand new to this, I’m trying to set up my first scene, used a couple different tutorials, even this Setting up XR — Godot Engine (stable) documentation in English

My issue is a debug error as follows: W 0:00:44:558 _process_picking: Object picking can’t be used when stereo rendering, this will be turned off!
<C++ Source> scene/main/viewport.cpp:715 @ _process_picking()

I can get as far as hands moving and working, I made collision objects with mesh, but I can’t see them, can see a regular mesh just fine. I’m sure I’m missing something small, any help or guidance is appreciated

Collision shapes are not visible in XR in 4.x. You have to implement your own object picking in XR, as the built-in object picking is disabled in XR.

The error you’re getting is unrelated to what you’re trying to do. This is a default setting on the viewport for object picking with your mouse. The error is simply letting you know that feature does not work in XR and will be disabled.

Collision shapes are only visible in runtime if you specifically enable that in the debug menu, and this is only for diagnostics purposes.

In order to pick objects up, you’ll need to implement logic for that, it’s not something that works out of the box. You can use a toolkit like Godot XR Tools to get this functionality prebuild.

Or you can easily build this yourself, I have some older tutorial videos from Godot 3 on my youtube channel that you can adapt to Godot 4. I really need to redo them.

Should this work on the Quest? When I export to my Quest with debug shapes enabled, they do not show. They did in 3.x, though.

Yes, I think I got it. Kinda. I was able to make it work eventually(but still not correct LoL) And I was still getting that debug error. So the original problem was in my own brain pan head spacing and timing. I’m only a day or two into this, all very fascinating. I am using your XR Tool Kit. Thanks!

Should this work on the Quest? When I export to my Quest with debug shapes enabled, they do not show. They did in 3.x, though.

Yes they should work, but you might need to combine it with enabling remote debug from the debug menu.

I develop on Linux, for which (to the best of my knowledge) Meta does not have integration support. Will remote debug work?

Remote debug is a Godot function, as long as the game is able to communicate with the Godot editor over a network connection it will work.