Hi. I'm quite new to Godot. I've been using UE4 for some years but wanted to try something lighter for a simple mobile VR app. After playing with "native mobile" interface I've hit a wall. I'm trying to create a toggle switch for stereoscopic rendering. The main menu is a 2d scene with a classic UI but after pressing "Start VR" it launches 3d scene and switches to VR ( arvr_interface and arvr_interface.initialize(): / get_viewport().arvr = true ). This works well, but going back is harder. After changing arvr to false or un-initializing entire interface VR distortion mask disappears but viewport remains distorted (aspect ratio is different and buttons are quite pixelated). I've tried using set_screen_stretch but no luck. Any ideas?
Milo
VR Switch