I was able to successfully build the plugin using the godot-cpp branch 4.4, and I can also build and deploy the demo project without errors.
However, I’m not seeing any actual AR functionality on the device:
- The app launches, but only shows a black background (no camera passthrough)
- Camera permissions are requested and granted
- The 3D scene does not move with the device (no tracking / AR behavior at all)
- UI elements (checkboxes) appear but don’t have any effect
- The app remains responsive, but nothing AR-related seems to initialize
Environment
-
Godot: built against godot-cpp branch 4.4
-
Plugin: latest from repo (no modifications)
-
Device: Lenovo tablet (previously used successfully with WebXR)
-
Android target SDK:
- Tried SDK 31 (works but shows device warning)
- Also tested with higher target SDK 34 (same behavior)
Questions
- Can you confirm that the demo project is currently expected to work?
- If so, what behavior should I expect (e.g. camera passthrough, tracking)?
- On which devices has this been tested successfully?
At the moment, I’m unsure whether this is:
- a device compatibility issue
- a missing setup step
- or a problem with the current plugin/demo state
Currently unable to debug further: when using deploy with remote debug, the app gets stuck on Godot’s boot splash. This seems expected, as I have not yet built the plugin stub for my host OS (Windows), as described in the README. I plan to do that next in order to capture any errors that may currently be occurring silently.
Any guidance would be appreciated.
I was able to successfully build the plugin using the
godot-cppbranch 4.4, and I can also build and deploy the demo project without errors.However, I’m not seeing any actual AR functionality on the device:
Environment
Godot: built against
godot-cppbranch 4.4Plugin: latest from repo (no modifications)
Device: Lenovo tablet (previously used successfully with WebXR)
Android target SDK:
Questions
At the moment, I’m unsure whether this is:
Currently unable to debug further: when using deploy with remote debug, the app gets stuck on Godot’s boot splash. This seems expected, as I have not yet built the plugin stub for my host OS (Windows), as described in the README. I plan to do that next in order to capture any errors that may currently be occurring silently.
Any guidance would be appreciated.