Yeah that didn't help. Are you using sprite3d's by any chance or 3d models

Just this project, I have it set for VR. As such, I'm not completely familiar with the renderers yet. I just wanted something to test Godot 4 with. I understand Oculus is actually an Android device, does that matter?

    I had a few problems with lighting in Godot, but with light baking, from my understanding you're not using Baked Lights, am I right?

    I honestly don't know how to make lights dynamic or static yet, so it's whatever it is by default.

    check these buttons:

    they add virtual lights to viewport if none is found in the scene tree

    I have environment on but sun off as I have no sun. Does that matter?

      You can add ambient lighting like this:

       WorldEnvironment/Environment settings:
              Ambient Light
      		Source: Color
      		Color: white (255,255,255,255)
      		Energy: 1

      Nerdzmasterz I understand Oculus is actually an Android device, does that matter?

      yes, without a doubt. Also, is it that no omnilights work, or just one of them doesn't?

      I haven't tried with other lighting yet... but by default the first one did nothing.

      I do have a question, tho. I have created a new environment with a node so I could use a different sky. Would that change anything?

      Nerdzmasterz

      from my understanding the buttons work the opposite way: they add env and light if there's none in the scene

      sometimes they messed up my viewport lighting

      Oh my gosh. I deleted the environment, and increased the light size, then turned on the sun. Now it works.

      Now I just have to get my skybox to work. It seems so weird that I can't just make a CG box and add different textures to the sides. If I go back to an environment, the light stops working again.

      6 months later

      What do you mean you turned on the sun?

      If I create a brand new scene with a mesh with some color and run it, it's dark if I use omnilight, but lit if I use directionallight.

        signup you can use

        And in that node you can create procedural sky, and other params.. no need for light bulbs..

        BTW i saw a video some godot dev was telling that they implemented light in webexports or android exports but its comming in 4.3 version.. maybe its related