Does anyone know how to get the Quest 2 controllers to vibrate? In either Godot 3 or Godot 4
Thanks
Bryan
Does anyone know how to get the Quest 2 controllers to vibrate? In either Godot 3 or Godot 4
Thanks
Bryan
skooter500 Installing JDK 11 fixed that problem and nmow my program builds, bur any scene that loads FBX files seems to hang and I get this error in the debug console:
E 0:00:05:0628 _load: No loader found for resource: res://Models/Dodecahedron.fbx.
<C++ Error> Method/function failed. Returning: Ref<Resource>()
<C++ Source> core/io/resource_loader.cpp:281 @ _load()
E 0:00:05:0628 parse_variant: Can't load dependency: res://Models/Dodecahedron.fbx.
<C++ Error> Method/function failed. Returning: error
<C++ Source> core/io/resource_format_binary.cpp:458 @ parse_variant()
E 0:00:05:0628 parse_variant: Can't load dependency: res://Models/Dodecahedron.fbx.
<C++ Error> Method/function failed. Returning: error
<C++ Source> core/io/resource_format_binary.cpp:458 @ parse_variant()
skooter500 Fixed all the errors in the project but the project doesnt deploy and insteda Godot gives:
Also the Gradle Window seems to have an error that I cant see.
Finbally in Output it says:
Could not find version of build tools that matches Target SDK, using 34.0.0
Attempting to parent and popup a dialog that already has a parent.
0 param: --remote-debug
1 param: tcp://localhost:6007
2 param: --xr_mode_openxr
3 param: --use_immersive
editor/export/editor_export_platform.h:178 - Export: Building of Android project failed, check output for the error. Alternatively visit docs.godotengine.org for Android build documentation.
Cannot remove non-existent file or directory: C:/Users/skooter500/AppData/Local/Godot/tmpexport.1690680952.apkIve
Any ideas where to look even?
DaveTheCoder Doh!! Thanks! Seems my project has a few errors in it still listed in Output. Gonna fix them and hopefully will deploy now :-)
Hey
I have a Godot 3 Quest 2 project that I have ported to Godot 4. The project runs thought Oculus LInk on myt Quest, but I cant figure out how to get the project to deply to the Quest. In Godot 3 there is an Android button beside the run button that deploys and runs the project on the quest, however this button is missing in Godot 4. I wonder if I have missed some step in setting up Godot for for Android?