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Could we add some more specific instructions in the readme?
I'm running Godot 3.0.6 stable mono with an Oculus CV1 on windows with ovr_first_person.tscn from the AssetLib instanced as a node and am launching with F5 (play).
SteamVR boots and shows green and identifies the Godot executable. Rotation and position for both the headset and controllers come through great once I figured out I need to attach a script (is there a reason the launch script is not included by default in the .tscn in the AssetLib?) but the headset screens are simple black.
# attached to main scene node
extends Node
func _ready():
print(ARVRServer.get_interfaces())
var interface = ARVRServer.find_interface("OpenVR")
if interface and interface.initialize():
get_viewport().arvr = true
It seems like I'm missing something to trigger rendering on the headset itself. I see the readme mentions a problem with hdr support but doesn't provide instructions how to perform the recommended and it's not clear whether these issues are related.
The text was updated successfully, but these errors were encountered:
Could we add some more specific instructions in the readme?
I'm running Godot 3.0.6 stable mono with an Oculus CV1 on windows with
ovr_first_person.tscn
from the AssetLib instanced as a node and am launching with F5 (play).SteamVR boots and shows green and identifies the Godot executable. Rotation and position for both the headset and controllers come through great once I figured out I need to attach a script (is there a reason the launch script is not included by default in the
.tscn
in the AssetLib?) but the headset screens are simple black.It seems like I'm missing something to trigger rendering on the headset itself. I see the readme mentions a problem with hdr support but doesn't provide instructions how to perform the recommended and it's not clear whether these issues are related.
The text was updated successfully, but these errors were encountered: