XR-Tools: Viewport2Din3D Anti Aliasing

Godot Version

4.3

Question

Hi everyone,
i am currently playing around with Godot’s VR capabilities. I noticed that UI elements i added with a Viewport2Din3D are flickering and anti aliasing doesn’t seem to work.

I hoped the new OpenXRCompositionLayer could help, but i can’t find any documentation on how to use it.

Could anyone point me in the right direction, please? :slight_smile:

Thanks!

There are a few things you can look at for information.

There is a demo project here: godot-demo-projects/xr/openxr_composition_layers at master · godotengine/godot-demo-projects · GitHub

There is documentation here: OpenXR composition layers — Godot Engine (stable) documentation in English

I plan to do a video on this at some point in the near future.

Hi,

thanks for pointing me to the documentation. I can’t believe i missed it. :see_no_evil:

Now i tried to change my UI from “Viewport2Din3D” to “SubViewport with OpenXRCompositionLayer”. The UI is now only shown in the editor:

godot_ui_in_editor

but not in the Headset (Pico 4) anymore.

The demo project works fine. My scene is inherited from the XR-Tools staging scene. Might that be a problem?!? :thinking:

godot_main_scene

The Viewport and CompositionLayer configuration is based on the documentation and similar to the demo project’s configuration.

Any help would be greatly appreciated! :slight_smile:

OK, i tested some further and am now pretty sure, that there is a bug / problem with the XR-Tools Staging base scenes and the OpenXRCompositionLayers.

This has nothing to do with viewport anti aliasing any more, so just for reference if anyone stumbles upon this thread: OpenXRCompositionLayer not working with staging · Issue #680 · GodotVR/godot-xr-tools · GitHub

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