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Hi all,
I'm getting back into VR and thought I'd give this one a try.
I'm able to push a simple "hello world" style XR app (with Xrorigin / xrcamera) to my Quest 3, however, when it loads, it loads within a window and says OpenXR was requested but failed to start.
Does anyone know if there are specific settings on the device that need to be set?
I don't get the USB debugging popup anymore - not certain if this has anything to do with it or not.
So, to be clear, it does build, and push just fine.
It just has a runtime issue, but not sure where to look for more detailed info - does quest have
log details below - looks like it can't find libopenxr_loader.so
I'm going to dive into that to see what I can find but thought I'd pass through here in case anyone just knows already.
Any thoughts?
Thanks,
Jeff
12:47:32.686
godot
USER ERROR: Can't open dynamic library: libopenxr_loader.so. Error: dlopen failed: library "libopenxr_loader.so" not found.
12:47:32.686
godot
at: open_dynamic_library (platform/android/os_android.cpp:200)
12:47:32.686
godot
USER ERROR: OpenXR loader not found.
12:47:32.686
godot
at: openxr_loader_init (modules/openxr/openxr_api.cpp:1216)
12:47:32.686
godot
USER WARNING: OpenXR was requested but failed to start.
12:47:32.686
godot
Please check if your HMD is connected.
12:47:32.686
godot
When using Windows MR please note that WMR only has DirectX support, make sure SteamVR is your default OpenXR runtime.
12:47:32.686
godot
Godot will start in normal mode.
12:47:32.686
godot
12:47:32.686
godot
at: initialize_openxr_module (modules/openxr/register_types.cpp:141)
The text was updated successfully, but these errors were encountered:
I think I have it now. I just had something messed up with the godot openxr vendors addon/extension.
I noticed the files had some weird permissions thing going on. Had to click open, then go "accept" each one in mac security & privacy page.
I'm testing with a blank scene and I noticed some errors, but seemed to launch into VR mode, so think I'm good to go
hadn't even thought of Macs overzealous download protection marking files as quarantined. Did you download the vendors plugin from the asset library or download it from the github page?
Hi all,
I'm getting back into VR and thought I'd give this one a try.
I'm able to push a simple "hello world" style XR app (with Xrorigin / xrcamera) to my Quest 3, however, when it loads, it loads within a window and says OpenXR was requested but failed to start.
Does anyone know if there are specific settings on the device that need to be set?
I don't get the USB debugging popup anymore - not certain if this has anything to do with it or not.
So, to be clear, it does build, and push just fine.
It just has a runtime issue, but not sure where to look for more detailed info - does quest have
log details below - looks like it can't find libopenxr_loader.so
I'm going to dive into that to see what I can find but thought I'd pass through here in case anyone just knows already.
Any thoughts?
Thanks,
Jeff
12:47:32.686
godot
USER ERROR: Can't open dynamic library: libopenxr_loader.so. Error: dlopen failed: library "libopenxr_loader.so" not found.
12:47:32.686
godot
at: open_dynamic_library (platform/android/os_android.cpp:200)
12:47:32.686
godot
USER ERROR: OpenXR loader not found.
12:47:32.686
godot
at: openxr_loader_init (modules/openxr/openxr_api.cpp:1216)
12:47:32.686
godot
USER WARNING: OpenXR was requested but failed to start.
12:47:32.686
godot
Please check if your HMD is connected.
12:47:32.686
godot
When using Windows MR please note that WMR only has DirectX support, make sure SteamVR is your default OpenXR runtime.
12:47:32.686
godot
Godot will start in normal mode.
12:47:32.686
godot
12:47:32.686
godot
at: initialize_openxr_module (modules/openxr/register_types.cpp:141)
The text was updated successfully, but these errors were encountered: