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We recently introduce support for the local floor reference space and this is working perfectly on systems that support this mode (Quest, SteamVR). Trying this out on an HTC Elite XR it didn't work properly, the camera gets positioned on the floor. My initial conclusion is that local floor is not supported and the emulation isn't functioning. This likely applies to other platforms as well.
It is possible that in recent refactors we broke the emulation logic.
Note, this is not a showstopper, local floor can also be emulated with stage and using XRServer.center_on_hmd on a pose recentre request.
I'm able to reproduce this at startup on the HTC Vive XR Elite. However, when I use the system re-center, it does place me at the correct height, which leads me to believe it is sort of working, just not at startup.
It is possible that in recent refactors we broke the emulation logic.
When first implementing the emulation, I tested it on the Quest by hard-coding the check for XR_EXT_local_floor to false.
I suspect we broke the emulation, in a similar way to how we briefly broke composition layers (fixed in PR #91686) due to the play space being available a little later, but I still have to dig into it
Tested versions
System information
Android - Compatibility
Issue description
We recently introduce support for the local floor reference space and this is working perfectly on systems that support this mode (Quest, SteamVR). Trying this out on an HTC Elite XR it didn't work properly, the camera gets positioned on the floor. My initial conclusion is that local floor is not supported and the emulation isn't functioning. This likely applies to other platforms as well.
It is possible that in recent refactors we broke the emulation logic.
Note, this is not a showstopper, local floor can also be emulated with stage and using
XRServer.center_on_hmd
on a pose recentre request.Steps to reproduce
Minimal reproduction project (MRP)
Use the demo project introduced here: godotengine/godot-demo-projects#1080
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