Hi,
I'm using Godot 4.5.1 and a standard Quest 3 headset with Godot XR Tools 4.4.0 and vendor plugin Version: 4.1.1
i have my OpenXRFbSceneManager in my inspector with Auto Create true, i then wait for my anchors to be created and check with:
if (scene_manager.are_scene_anchors_created()):
var anchor_uuids = scene_manager.get_anchor_uuids()
for anchor_uuid in anchor_uuids:
print("get room layouts ", scene_manager.get_spatial_entity(anchor_uuid).get_room_layout())
but i get empty dictionary returned, it should return the associated walls, floor and ceiling uuids according to the documentation?
Am i missing something or does anyone know of another method to find which room is associated to which OpenXRFbSpatialEntity ?
I have checked if supported and enabled and both return false, in what scenario or device are they set to true?
print("is supported? ",_self_entity.is_component_supported(OpenXRFbSpatialEntity.COMPONENT_TYPE_ROOM_LAYOUT))
print("is enabled?",_self_entity.is_component_enabled(OpenXRFbSpatialEntity.COMPONENT_TYPE_ROOM_LAYOUT))