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Don't forget a Pico(4) version? I offer help for test or build.

A topic by Cyber_h created 8 days ago Views: 169 Replies: 17
Viewing posts 1 to 10
(2 edits)

Hi, sadly most devs forget that there is still another small community with Pico4 XR-headsets, with not much indy-games yet, even if it takes only 15 mins more to build a pico4 version too. If you want help to test, please post your game link. Or If you have a source-DL I offer help to build a pico4 standalone version too.

Submitted

Do you have an original Pico 4? I've only got a Pico 4 Ultra to test - I'm very curious if the Pico build of my game works on an original Pico 4, if you have time to test

(1 edit)

Works, but I have the same probs with the hands not reacting like in absyo game Off Nominal I check if I get a newer version of my Pico4 OS...

Submitted

Hrm. So, the hands don't move or react at all?

I'm using the default OpenXR Action Map from Godot 4.7, and it has a "Pico 4 controller" profile in there, which works fine on my Pico 4 Ultra

I'm assuming controllers work fine for you when running your own games using Godot 4.7 on your Pico 4? If you run any Godot OpenXR app on your Pico 4 with verbose output turned on, it'll print out all the OpenXR extensions it can see, and I'd be very curious to see what's in the list. The thought I'm having is that maybe older Pico 4's don't have the `XR_BD_controller_interaction` extension?

The WebXR version, tested, works. I tested only the Pico (APK)-version yesterday.

Submitted

I'd still love to debug why the APK doesn't work! If you have a chance to try any Godot game with verbose output turned on to list the extensions, that'd be great. Or, at least seeing if vanilla Godot 4.7 works, and if not, the last Godot version that did work

Deleted 6 days ago
(1 edit)

Tested a clean project in Godot 4.7.1 stable (Linux). Godot OpenXR Vendors PIugin v5 loaded in asset store. But no vendors-list shows up in Export, Android under OpenXR-select tab.  Same with Vendors PIugin v4

Mobile renderer crashes on Pico4, gI_compatibility loads forever like no standalone vendors loaded. 

By the way Balloon Dino Death Dome by Kimau Pico4.apk worked. 

Downgraded my simple 4.7-project, tested with v4.5.1 and Godot OpenXR Vendors plugin v3: Works. Tested with 4.7.1 and vendors V3: works, but hands (MeshInstances3D boxes) don't move.

Submitted

Hrm, some very odd results. The v4 and v5 versions of the vendors plugin should definitely work in the editor with Godot 4.7 on Linux... (I built my project with v5 and 4.7 on Linux!) It does sound like there could have been a bug introduced in Godot 4.6 or 4.7 that broke things.

I wish I had access to an original Pico 4, but I've only got the Pico 4 Ultra, and, unfortunately, Pico headsets can't easily be purchased in my country :-(

(3 edits) (+1)

Tested Godot 4.6.3 with v3 now: The hands are not reacting on it. so it's not only 4.7.  

Anyway, maybe we wait for others with Pico4...

(2 edits)

Hands don't move and don't react at all. Tried now 'not enought fueI' -source on 4.7, crashed. My own stuff still runs on 4.4. I try a simple 4.7 XR-standalone project, to see it its my OS.

Submitted (1 edit)

Glad to see I'm not the only Pico 4 user here :P
I just ported my entry to WebXR using Snopek's export templates for Godot 4.7, and it works pretty well on my Pico 4. The basic gameplay works, the framerate is not very high though :P

If you'd like, you can test it here: https://bauxite.itch.io/build-a-lighthouse

Just open the link in the Pico Browser in the headset and it should work. (You can also open it on a Chromium based browser on your PC for PCVR, for better performance)

When I have the time I'll test other's entries on my Pico 4 to see if I have the same issues as you.

(2 edits)

Tested your WebXR- Lighthouse in WoIvic-Browser, works. Nice! ;)

Submitted

Thank you for testing it! Good to know it works for others too :D

Submitted

Hi, I just exported a Pico version (kind of forgot one .apk is not for all).

One uses Vulkan and the other is OpenGL. If the default one crashes try OpenGL version, which has worse performance and visuals, but should be playable.

Would appreciate a test https://fyoxy.itch.io/friends-adrift thx.

(9 edits)

Thank you for making a Pico-version, tested. SadIy Friends_Adrift_Pico.apk crashes on load. Testing the openGL version now, works, Iooks promizising, but same probs with the hands no reaction... Dam, was hard to find the apks, aII named 'adrift' and with all the same Godot-icon. Makes it hard, which is which... Don't forget to design an icon for your games. ;)

Submitted (1 edit)

Sorry, about that. I have added a WebXR version which may take some time to warm up to get a stable framerate. Please try the browser version, danke ;)

(1 edit)

Tested your WebXR-version. it WORKS in Wolvic-browser. But it's dam slow, even in no Fxx-option, mainIy when turning the head. Don't understand why, I see nothing what needs so much FPS. Is it the water? Anyway, danke dir! ;)

(1 edit)

Tested Balloon Dino Death Dome from Kimau WORKS. Yuppee, very nice I Iike it. Thank you for a Pico-version! ;)