Godot Version
4.3.stable.arch_linux
Headset
Valve Index
OpenXR Runtime
Monado (via Envision)
Question
I’m attempting to use an OpenXRCompositionLayerCylinder
node to display a HUD in a VR game I’m building, but both it and OpenXRCompositionLayerEquirect
when visible result in nothing being rendered to the headset and they throw the following output:
OpenXR: failed to end frame! [ XR_ERROR_POSE_INVALID ]
Note that while nothing is visible in the headset, the desktop spectator view still renders everything correctly. If I disable visibility of the node in the editor while the game is running, the error stops showing in the output view and I can see everything in the headset.
Additionally, this only occurs when using either OpenXRCompositionLayerCylinder
or OpenXRCompositionLayerEquirect
. OpenXRCompositionLayerQuad
works without issue. Any idea why I can’t get either of the two nodes to render properly? Or where I could look further into what might be causing this XR_ERROR_POSE_INVALID
error output?
EDIT: I just tried using the OpenXRCompositionLayerCylinder
node in a fresh XR project and it worked. Does this node require a particular kind of default pose in the Action Map to work?