You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository was archived by the owner on Feb 1, 2024. It is now read-only.
I am on Ubuntu Linux on an Intel laptop, running Godot v3.3.2.stable.official.
I have created the example project as outlined here
I can export the project as an APK, load it on my Quest and it runs fine.
However when I attempt to run the project in the IDE, the preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns") is returning null and the Errors tab shows No library set for this platform. Is it impossible to run Oculus plugin based projects in the Godot IDE on Intel? If so I would request that gets stated in the README for this project somewhere.
Further details:
The addons/godot_ovrmobile/OvrInitConfig.gdns does exist but I see by inspecting this text file that it is referencing addons/godot_ovrmobile/godot_ovrmobile.gdnlib and that file looks like this:
I am on Ubuntu Linux on an Intel laptop, running Godot v3.3.2.stable.official.
I have created the example project as outlined here
I can export the project as an APK, load it on my Quest and it runs fine.
However when I attempt to run the project in the IDE, the
preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns")is returning null and the Errors tab showsNo library set for this platform. Is it impossible to run Oculus plugin based projects in the Godot IDE on Intel? If so I would request that gets stated in the README for this project somewhere.Further details:
The
addons/godot_ovrmobile/OvrInitConfig.gdnsdoes exist but I see by inspecting this text file that it is referencingaddons/godot_ovrmobile/godot_ovrmobile.gdnliband that file looks like this:So if I had to guess, it appears that only arm is supported, unless there is some other way to set this up to work on Intel based systems?