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When using the OpenXRFbRenderModel node, the controller model and albedo texture are correctly applied. The other textures (roughness, metalic, normals) are not applied. This results in a shiny controller model that does not reflect quest controllers accurately and may distract or take a user out of the experience.
Examples
Quest Plus controllers should appear mostly matte, except for triggers.
Quest Pro controllers should appear similarly
Note
Tested with the Quest 3 and Quest Pro in the Mobile renderer. Not tested with Quest 1 or Quest 2
Quick update on this issue, a while ago using my Quest 3 I saved the glb file the OpenXR runtime gives us to disk. Initially I'd hoped to examine the model more in Blender, but it can't be imported since Blender doesn't support the KHR_texture_basisu extension.
The model doesn't have any roughness, metallic, or normal textures attached to it. But I feel like something is off just from the battery indicator texture alone:
You can see the strange colors of it in the first comment's photos as well. I don't think Godot is importing this glb incorrectly, as the model can be viewed as well using something like https://gltf-viewer.donmccurdy.com/ and it appears exactly the same.
Not quite sure where to go from here at the moment, but just wanted to share!
That texture appears when downloading the texture from Meta's official quest resources. My assumption is that they have a shader material applied to display battery life. There are other materials included in that download along with an animation applied to help with assigning transforms to the buttons and thumbstick based on input from the controller
When using the
OpenXRFbRenderModel
node, the controller model and albedo texture are correctly applied. The other textures (roughness, metalic, normals) are not applied. This results in a shiny controller model that does not reflect quest controllers accurately and may distract or take a user out of the experience.Examples
Quest Plus controllers should appear mostly matte, except for triggers.
Quest Pro controllers should appear similarly
Note
Tested with the Quest 3 and Quest Pro in the Mobile renderer. Not tested with Quest 1 or Quest 2
Steps to reproduce
OpenXRFbRenderModel
nodes as children ofXRController3d
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