Godot Version
4.6
Question
Hello,
I’m working on a prototype for an AR experience on Mobile (I don’t use any VR headset, it’s all in AR with a phone. e.i. The phone works as the camera of the 3D space being explored)
I’m having issue making an Android Build with AR enabled.
For a first test I used the WebXR interface (This test was one on the web and worked well, I was able to use the phone as a camera in the 3D space)
But when I try to use OpenXR for an Android Build nothing happens.
I enabled openXR and XR shaders, and tried the init code present on this page, but it doesn’t seem to work?
Does openXR only support headset based XR? (So no AR?)
In any case, if anyone can point me in the right direction, I would be very grateful ![]()