Godot Version
4.3
Question
Hello Godot community. I’m new here, and I’m working on a VR/XR project at the moment.
Here’s my biggest current issue:
I managed to export the project to android Meta Quest as an apk file, which I sideloaded and installed.
However when I run it on the quest (while wearing it obviously), the player almost instantly starts sliding backwards. If I stand very still and just move and turn with the joysticks on the controllers, nothing happens, or I only slide very slowly.
I also have XR simulator installed and this issue doesn’t exist there.
This is my setup:
Made a new project in godot, installed XR tools, vendor plugin and XR simulator. Enabled XR and vendor plugin, made an autoload for the XR simulator, ran the XR tools to “enable” XR and name the physic (collision) layers.
I’m using the VR staging template, with a main scene, a zone_base scene, different zones, climbing points, 2d_in_3D_viewport for several control node based UIs.
Another issue I have is that I’d like to keep the jump and teleport functions use the primary trigger, but not while the pointer detects a 2D_in_3D_viewport (UI) or a climbable or pickupable object (although I’ve worked around the climbable and pickupables by using the grip instead of the trigger).
My biggest issue is that the player automatically starts sliding until he kinda catapults out of the floor (if there is no collisionshape boundary).
Does anyone know what might cause this? Thank you for your time and effort.