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This repository was archived by the owner on Jan 21, 2025. It is now read-only.
Installed Release 0.4.2 on Godot 3.3 (Mono Build) on Windows 10.
Open (Edit) the Godot Oculus Quest Toolkit Demo
Downloaded OpenVR plugin from the AssetLib
Plug Oculus Quest 1 via Link Cable and connect via Oculus Link
Run the Demo
What happens next is steamvr starts up and OpenVR plugin is detected. The headset tracking is working and I can see the tracking working properly on the display on my PC monitor; however, nothing shows up on the headset itself (ie. its black). I tried changing the engine target fps to 72 to match the Quest 1; however, it made no difference.
Note: I have verified the VR demo in the Godot Tutorial works just fine on the Oculus Link.
OUTPUT LOG:
--- Debugging process started ---
Godot Engine v3.3.stable.mono.official - https://godotengine.org
OpenGL ES 2.0 Renderer: AMD Radeon RX 6800 XT
OpenGL ES Batching: ON
Initializing VR (Toolkit version 0.4.2)
Available Interfaces are [{id:0, name:OpenVR}, {id:1, name:Native mobile}]:
Found OpenVR Interface.
Success initializing OpenVR Interface.
_perform_switch_scene to res://demo_scenes/GodotSplash.tscn
switching to scene 'res://demo_scenes/GodotSplash.tscn'
ERROR: : get_tracking_space(): no ovrBaseAPI object.
Tracking space is: -1
ERROR: : get_boundary_oriented_bounding_box(): no ovrBaseAPI object.
get_boundary_oriented_bounding_box is: [1, 0, 0, 0, 1, 0, 0, 0, 1 - 0, 0, 0, (1.93, 2.5, 2.25)]
Engine.target_fps = 72
Switching model for controller 'oculus_quest_controller_left_1' (id 1)
WARNING: Unable to automatically determine controller model type.
Switching model for controller 'oculus_quest_controller_right_2' (id 2)
WARNING: Unable to automatically determine controller model type.
_perform_switch_scene to res://demo_scenes/UIDemoScene.tscn
switching to scene 'res://demo_scenes/UIDemoScene.tscn'
Changed move speed to 1.000000
Changed smooth turn speed to 90
Changed click turn angle to 45
Switching model for controller 'oculus_quest_controller_left_1' (id 1)
WARNING: Unable to automatically determine controller model type.
Switching model for controller 'oculus_quest_controller_right_2' (id 2)
WARNING: Unable to automatically determine controller model type.
ERROR: : MixedRealityCapture currently requries a special build with the method 'VisualServer.viewport_get_color_texture_id'
Installed Release 0.4.2 on Godot 3.3 (Mono Build) on Windows 10.
What happens next is steamvr starts up and OpenVR plugin is detected. The headset tracking is working and I can see the tracking working properly on the display on my PC monitor; however, nothing shows up on the headset itself (ie. its black). I tried changing the engine target fps to 72 to match the Quest 1; however, it made no difference.
Note: I have verified the VR demo in the Godot Tutorial works just fine on the Oculus Link.
OUTPUT LOG: