Comments (3)
cc @m4gr3d any ideas what could be causing this?
I've had in the past that remote debugging didn't work at all, but that seems to be solved in the current master.
@Nitwel how do you exit you app on the Quest? I have found that if I keep it running before starting another debug session, it can sometimes have issues. But I haven't experienced this particular problem.
p.s. love immersive home, such a cool project.
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Haha, thanks! ❤️
That was also my guess that the session doesn't properly close thus the port on the headset is blocked and the next deploy can't connect the debugger to the right process, though that is really hard for me to debug.
When creating the demo project for this issue, I think it was working properly for the first few runs running on an nearly empty game. I also tried running a clean scene in the Immersive Home project and there it wasn't working properly at all. (I was trying to make sure that it is not my project that is messing stuff up but that it is possibly something related to my PC and it seems like so)
After that even the demo project was only working on the first time. Let me know if there are ways for me to debug this as I can't find any error message and I would love to get that fixed as debugging bugs that happen on Quest but not on PC are the worst. 😅
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Okay, after some more observing I noticed the following pattern:
- Start Godot with "Deploy with Remote Debug" enabled, it only works the first time.
- Start Godot with "Deploy with Remote Debug" disabled, it works 100% of the time.
No clue why this is the case but at least I now have a temporary solution to this problem.
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