I checked out the project, added the vendors plugin and an export configuration for Quest 3. The demo starts, but the render models are not shown.
In the project settings, there are two options labeled “Render Model”. One general and one for Meta. Checking either or both doesn’t seem to make a difference.
I followed the documentation and tried to enable render models in my own project, with the same effect: no models are shown.
The problem here is that the render models implementation in the core of Godot, is the new standardised render models extension that was added to OpenXR end of last year.
Currently only Valve and PICO have support for this API. We are still waiting for Meta and other vendors to add support. You can test it on Quest if you use Steam Link and run over SteamVR.
The render model option under Meta refers to Meta’s own render model API, this is an older, completely separate vendor extension. There is an example for how to use it in the repository of the vendor plugin. It only works on Quest.
We’re really hoping that Meta decides to adopt the standardised extensions, it’s been surprising that a number of people are all raising this need at the same time. My advise is to let Meta know that you would really like to use this functionality.
I don’t see the render models with my Pico 4 (latest OS version) either. So i assume this is probably only usable with Pico 4 Ultra and not my older headset.
It would have really been nice to not care about hand or controller models any more, especially since my app is not gaming oriented. And i will try to let Meta know that i would really appreciate the integration of the OpenXR render models, though since i’m not developing the next gorilla tag, they probably won’t listen too much.