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CrispyPin avatar CrispyPin commented on August 30, 2024

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

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TitansWhale avatar TitansWhale commented on August 30, 2024

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.
image

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CrispyPin avatar CrispyPin commented on August 30, 2024

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.

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CrispyPin avatar CrispyPin commented on August 30, 2024

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.

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TitansWhale avatar TitansWhale commented on August 30, 2024

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

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