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This made it really hard to discover that its value is wrong in the release version of the plugin (from Feb 19).
If you unzip the distribution: https://github.com/GodotVR/godot_openxr/releases/tag/1.2.0 the code in
/godot_openxr_1.2.0/addons/godot-openxr/scenes/right_hand_mesh.tscn is mssing the important setting that is present
in the demo code:
Those values should be coming from the GDNative script so it sounds like the script is not applied properly (thought that should be the script = ExtResource ( 1 ) bit). Is this issue that is reproducible on the latest master because it is working fine for me?
You're right. I double-checked and I thought I was losing my mind
However I can now recreate the problem, which I think is pretty bad and might need to go into the main Godot tickets, though I don't know where:
Step1: Download and install OpenXR Plugin
Step 2: Open the file yourproject/addons/godot-openxr/scenes/right_hand_mesh.tscn in a text editor (so you can watch it change)
Step 3: Open scenes/right_hand_mesh.tscn in the Godot editor
Step 4: Click on the script on the root node: res://addons/godot-openxr/scenes/hand_mesh.gd
Step 5: Click Control-S to save the file. (Why? Maybe by habit, or you put in some debug print statements.)
Step 6: See that line 18 'path = "/user/hand/right"' and line 23 'hand = 1' both disappear from the tscn file
Step 7: Now you have two left hands and there is no way to see why.
Is it because the hand value is hidden and not properly disclosed to the user interface that it gets over-written/deleted?
goatchurchprime
changed the title
Right hand mesh and nodes not initialized with hand=1
Saving the hand_mesh.gd file overwrites the hand=1 setting in right_hand_mesh.tscn
May 9, 2022
Owh that sounds like a bug in the editor. Saving the script will cause Godot to update the properties on the scenes loaded, but it shouldn't be changing values of properties that have been overriden in the scene.
The Script variable "Hand" is missing from the Inspector in this docs page https://docs.godotengine.org/en/stable/tutorials/vr/openxr/handtracking.html#node-based-hand-tracking
This made it really hard to discover that its value is wrong in the release version of the plugin (from Feb 19).
If you unzip the distribution: https://github.com/GodotVR/godot_openxr/releases/tag/1.2.0 the code in
/godot_openxr_1.2.0/addons/godot-openxr/scenes/right_hand_mesh.tscn is mssing the important setting that is present
in the demo code:
https://github.com/GodotVR/godot_openxr/blob/master/demo/addons/godot-openxr/scenes/right_hand_mesh.tscn#L23
This means that you get two left hands no matter what.
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