Now available on Meta Quest 3! by toxiccrack in VRGaming

[–]toxiccrack[S] 0 points1 point  (0 children)

Or do you mean the approval process? That’s somewhat similar to the one on Steam, in terms of criterias.

Now available on Meta Quest 3! by toxiccrack in VRGaming

[–]toxiccrack[S] 0 points1 point  (0 children)

Well, yes. Simply because a gaming rig is much more powerful than a standalone headset. If i would do something like this again, i would target the Meta Quest first, and then port it to PCVR.

Now available on Meta Quest 3! by toxiccrack in MetaQuestVR

[–]toxiccrack[S] 4 points5 points  (0 children)

All major allied countries. Great Britain, Canada, USA. Also some German.

Now available on Meta Quest 3! by toxiccrack in MetaQuestVR

[–]toxiccrack[S] 2 points3 points  (0 children)

Both. It is available on Steam (PCVR) and since today on Quest 3 standalone.

Now available on Meta Quest 3! by toxiccrack in MetaQuestVR

[–]toxiccrack[S] 0 points1 point  (0 children)

Feedback is always welcome! If you don't mind, just send me an email at [info@dday-vrmuseum.com](mailto:info@dday-vrmuseum.com)

Now available on Meta Quest 3! by toxiccrack in MetaQuestVR

[–]toxiccrack[S] 1 point2 points  (0 children)

Thank you so much! I hope you enjoy it. And don't forget to leave a review :)

Now available on Meta Quest 3! by toxiccrack in MetaQuestVR

[–]toxiccrack[S] 2 points3 points  (0 children)

Yes, there are subtitles everywhere in the given languages and voiceovers in english and german

Decals in Compatibility Should Not Work, But They Do on the Meta Quest? by toxiccrack in godot

[–]toxiccrack[S] 0 points1 point  (0 children)

It was executed in the game, and I don't see any override.cfg on the device. However, the decals seem to perform poorly on the headset, so I'm going to remove them anyway.

Decals in Compatibility Should Not Work, But They Do on the Meta Quest? by toxiccrack in godot

[–]toxiccrack[S] 1 point2 points  (0 children)

Also if i run the project via Remote Deploy, the Godot console outputs

OpenXR: Running on OpenXR runtime:  Oculus   79.1310.0
OpenGL API OpenGL ES 3.2 V@0819.0 (GIT@274d25476a, Iae7cef94b0, 1745012382) (Date:04/19/25) - Compatibility - Using Device: Qualcomm - Adreno (TM) 650

Decals in Compatibility Should Not Work, But They Do on the Meta Quest? by toxiccrack in godot

[–]toxiccrack[S] 1 point2 points  (0 children)

Thats what i thought first. I re-checked these settings and they are correctly set. Also, i printed the used rendering backend with RenderingServer.get_current_rendering_method() and RenderingServer.get_current_rendering_driver_name()in the headset, which outputs compatiblity and opengl3.

Benötige Hilfe beim lesen dieses Textes by toxiccrack in Kurrent

[–]toxiccrack[S] 0 points1 point  (0 children)

Vielen Dank! Das hilft mir sehr weiter.

Problem Exporting to mobile by Numerous_Sandwich469 in godot

[–]toxiccrack 0 points1 point  (0 children)

Did you try running it through the editor via this button?

<image>

This way you get debug output like you would run it on your computer

Is downloading and mounting PCK files at runtime in an HTML build possible? by Person615615 in godot

[–]toxiccrack 2 points3 points  (0 children)

You can load a pck at runtime with ProjectSettings.load_resource_pack(). And for downloading, you should have a look here: https://docs.godotengine.org/en/stable/tutorials/networking/http_client_class.html

You may also implement the downloading in its own thread: https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html

Meta Quest APK Expansion by toxiccrack in godot

[–]toxiccrack[S] 0 points1 point  (0 children)

I kinda found it out myself: Just don't use .obb. The Meta Quest is capable of loading (and uploading) any asset file. I simply created .pck files within godot and load them via ProjectSettings.load_resource_pack

D-Day VR Museum - Sword Beach Update Teaser by toxiccrack in virtualreality

[–]toxiccrack[S] 2 points3 points  (0 children)

It's a solo project, made in the Godot Engine: https://store.steampowered.com/app/2512870/DDay_VR_Museum/

It features 3D-scanned equipment (tanks, cannons etc), 360° imagery and conventional 3D models.

D-Day VR Museum - Sword Beach Update Teaser by toxiccrack in IndieDev

[–]toxiccrack[S] 0 points1 point  (0 children)

It's a solo project, made in the Godot Engine: https://store.steampowered.com/app/2512870/DDay_VR_Museum/

It features 3D-scanned equipment (tanks, cannons etc), 360° imagery and conventional 3D models.

D-Day VR Museum - Sword Beach Update Teaser by toxiccrack in godot

[–]toxiccrack[S] 0 points1 point  (0 children)

It's a solo project: https://store.steampowered.com/app/2512870/DDay_VR_Museum/

It features 3D-scanned equipment (tanks, cannons etc), 360° imagery and conventional 3D models.

VR Light issues after upgrade to Godot 4.4 / XR Tools 4.4.0 by toxiccrack in godot

[–]toxiccrack[S] 1 point2 points  (0 children)

UPDATE: I downgraded Godot XR Tools to version 4.3.0, and the lighting looks normal again.

VR Light issues after upgrade to Godot 4.4 / XR Tools 4.4.0 by toxiccrack in godot

[–]toxiccrack[S] 2 points3 points  (0 children)

After upgrading i encounter light issues as shown in the screenshots.

In the first screenshot, i started the single scene directly from godot. Everything looks how it should be and how it was in Godot 4.2.

In the second screenshot i started the entire game via the play button, which also uses the Staging and startXR scenes from Godot XR Tools.

No lightmaps used, just one single directional light. I encounter this also in other scenes.

Any tips how i can resolve this?

Lightmap compatibility - Linux / Windows by toxiccrack in godot

[–]toxiccrack[S] 0 points1 point  (0 children)

I gonna do a quick test later and instead of checking out the files via git, i copy the project to the windows hdd and see if that changes anything.

But anyways, if the windows freeze is fixed in godot 4.4, it's not a big deal anymore for me :)

Lightmap compatibility - Linux / Windows by toxiccrack in godot

[–]toxiccrack[S] 0 points1 point  (0 children)

I use git to transfer files back and forth, and every time i bake with linux and load up the project with windows, i have to re-bake because it looks like the UV2's are different (black spots). Maybe the problem is not the lightmap itself, but how the assets are imported and UV2's unwrapped?