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I've been doing XR development of an interactive map with a Quest 3
Unfortunately I can't just directly scale the XROrigin3D node to fit the size of the world as nothing seems to be rendered properly if I do that, so I use the "World Scale" option. This is somehow reset each time I re-open the editor despite having saved the scene with a modified scale.
But then the OpenXRCompositionLayer nodes are also broken when a non 1 scale is set for the "World Scale"
Ideally I would just be able to use my own code to adjust the XROrigin3D node position and scale to create my own movement logic as you change scale and explore the map. This is currently not possible, and I assume it is a bug since all rendering and controller positioning should be relative to the XROrigin3D in every aspect.
Steps to reproduce
Create a scene with a non-one world scale or scale for the XXOrigin3D
With non-one scale on the origin node stereoscopic rendering is completely broken.
With non-one scale on the "world scale" property the XRCompositionLayer nodes are broken (incorrect placement)
Minimal reproduction project (MRP)
xr-origin-scaling.zip
I have had to remove the xrvendor plugin and the hand models and textures from the XrTools for this to fit. But it is a very simple setup. Simply mess with the XrOrigin3D node world scale property and actual scale and you will see the issues I'm referring to
The text was updated successfully, but these errors were encountered:
Tested versions
Godot v4.4.dev7, Godot 4.3 Stable
System information
Godot v4.4.dev7 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Thu, 02 Jan 2025 10:28:29 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3060 (nvidia; 565.77) - AMD Ryzen 9 9900X 12-Core Processor (24 threads)
Issue description
I've been doing XR development of an interactive map with a Quest 3
Unfortunately I can't just directly scale the XROrigin3D node to fit the size of the world as nothing seems to be rendered properly if I do that, so I use the "World Scale" option. This is somehow reset each time I re-open the editor despite having saved the scene with a modified scale.
But then the OpenXRCompositionLayer nodes are also broken when a non 1 scale is set for the "World Scale"
Ideally I would just be able to use my own code to adjust the XROrigin3D node position and scale to create my own movement logic as you change scale and explore the map. This is currently not possible, and I assume it is a bug since all rendering and controller positioning should be relative to the XROrigin3D in every aspect.
Steps to reproduce
Create a scene with a non-one world scale or scale for the XXOrigin3D
With non-one scale on the origin node stereoscopic rendering is completely broken.
With non-one scale on the "world scale" property the XRCompositionLayer nodes are broken (incorrect placement)
Minimal reproduction project (MRP)
xr-origin-scaling.zip
I have had to remove the xrvendor plugin and the hand models and textures from the XrTools for this to fit. But it is a very simple setup. Simply mess with the XrOrigin3D node world scale property and actual scale and you will see the issues I'm referring to
The text was updated successfully, but these errors were encountered: