Comments (2)
@muevoid The master branch uses the latest Oculus mobile sdk and as such it doesn't support gear vr
as it's been deprecated by Oculus.
There's an oculus_go
branch made for that purpose so you could try that and see if that works.
Bear in mind that branch is no longer supported by us in order to focus our efforts, so we may accept pull requests for it, but we'd not be able to provide assistance/bug fixes ourselves.
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Thank you letting me know about the branch. Tested it out unfortunately does not seem to work just has a black screen I appreciate you trying to help though. Thanks!
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Related Issues (20)
- The controller positions do not handle world_scale correctly HOT 4
- Using GLES3 causes rendering issues with Blend Keys
- Integrate oculus audio spatializer HOT 11
- Build procedure error HOT 2
- Add use of pointer_pose into the demo HOT 1
- Add Oculus Quest 2 support
- Add support for the Oculus platform keyboard HOT 12
- Mobile Vulkan for Oculus Quest 2 ? HOT 2
- 64bit Android binaries for Oculus Quest ? HOT 3
- VR framework for Godot ? HOT 3
- Head transformation may be invalid
- Cannot download asset from AssetLib HOT 4
- Controller positions mishandle worldscale in versions since v3.0.1 HOT 2
- Just a friendly reminder that the version in the asset store is still 3.0.1 HOT 8
- ovr_display.get_supported_display_refresh_rates() returns only 60hz and 72hz on Oculus Quest 2 HOT 3
- Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" HOT 1
- Lag between ARVRCamera and ARVROrigin when moving HOT 3
- Add support for Passthrough API HOT 3
- Meta Quest 2 HOT 1
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