OpenXRCompositionLayer Transparency

Godot Version

4.4 DEV 7

Question

And yet another question regarding OpenXRCompositionLayers, sorry. :see_no_evil:

I followed the manual, but seem to have problems getting a transparent menu to work. In the editor, everything looks fine (at least to me):


But in the headset, the OpenXRCompositionLayer is not transparent any more.

What did i do wrong? Any help is appreciated. :slightly_smiling_face:

Never mind. I checked out the Composition-Layer Demo project and noticed my misconfiguration:

In the CompositionLayer, i checked “Enable Hole Punch” and set the Sort Order to -1. That’s apparently not a good idea for transparent UIs. :smile:

Well, maybe this still is a bug?!?

I would like to see my hand in front of the UI. And any cursor/pointer indicating where i pointed to, too, if it’s a mesh instance as described in the manual.

The “OpenXR Composition Layers” demo uses a transparent UI with “Enable Hole Punch” set to 0. But there the pointer is a “cursor” defined in the UI. The Manual pages describe how to set “Whole Punch” and sort order, but don’t say anything about transparency. :thinking:

I’m confused right now. :upside_down_face: