How to write an OpenVR overlay.
TitansWhale opened this issue · 5 comments
Thank you for creating "ovr-utils". I am currently working on a similar software using "ovr-utils" as a reference.
As a Godot beginner, this project is too complex for me, and I'm not quite clear about its workings. Moreover, I am unable to run this project in Godot 3.5.
I tried to follow the official example at Using-OpenVR-overlaysto write the overlay but I haven't succeeded. I am unsure about what is causing the issue.
my example as follows:
godot_openvr_overlay_test
This project is likely using Godot 3.4, it was quite a while since I worked on it.
I'll probably have a look at your project later this week
This project is likely using Godot 3.4, it was quite a while since I worked on it.
I'll probably have a look at your project later this week
I reexamined your project, and I found that it functions correctly. However, there were some notifications that initially made me think it wasn't working properly. It was my oversight not to provide the error messages directly from the beginning.now it could work. but I don't know how to run the Using-OpenVR-overlays.
You forgot to set the viewport "Update mode" to "Always", it's mentioned in the guide but very easy to miss. Without that it stays transparent even though the overlay is technically rendering.
The errors about battery status are probably there because SteamVR doesn't have the information it's requesting, I think it only works with SteamVR hardware (Vive, Index). It should handle that error instead of trying over and over, but I don't think I'll work on OVR Utils again.
You forgot to set the viewport "Update mode" to "Always", it's mentioned in the guide but very easy to miss. Without that it stays transparent even though the overlay is technically rendering.
thank you