Hey everyone!
New person to game dev and GODOT. I did try to get this riddle solved over on Reddit with no luck so I'm going to be reposting here:
I'm wondering how do I setup OpenXR in VisualScript. Currently I've got the game to load up and track the HMD (Valve Index), but it doesn't output anything other then solid grey to the HMD and not what the game is exactly outputting. I've been banging my head against the walls for 5ish hours to get to this point and I'm at a stalemate. In the game window there is a 512x512 grey box on the top left of the screen where the "SubViewportContainer" is situated.
I realise version 4.0 is still in development and is considerably buggy/unstable compared to 3.4. My reasoning is that by the time this experience is even in a playable experience Godot 4 will be truly out, and I wanted some luxuries such as Vulkan.
I can never get my head around traditional coding and these node-based alternatives (such as C.O.F.F.E.E or Blueprints) I can better understand. Obviously I'm still learning the quarks of the engine.
What I've done so far:
- Scrapped my original messy VisualScript with one more strictly following Godot's GDScript example.
- Tried to stretch SubViewportContainer
- Added a material to SubViewportContainer.
- Tried to VisualScript-ise various GDScript solutions. (Including segments of Durials' VRScript to detect the RID of the viewport and camera as seen in the second screenshot)


I've ended up corrupting my VisualScript file (since GODOT 4 is currently in Alpha, that sort of stuff is expected) by fiddling around with it so much - I'm hoping one of you more seasoned developers can point me in the right direction.
Thank you in advance.