If you have Eye Gaze Interaction enabled in the OpenXR project settings, but aren't using it; you might try disabling that option.
malcolm.nixon@gmail.com
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The standard implementation of jump in the PlayerBody does not support double-jump. It was written to try and emulate physically real behavior.
You may need to hack the function to take a second "allow-if-not-on-ground" argument defaulted to false, but with the ability for you to manually call to trigger a second in-air jump.
You may wish to put in a feature-request into the Godot-XR-Tools github ticket system.
I'm using itch.io for my dev log at https://malcolmnixon.itch.io/satorihouse
The scene cuts were for two purposes - firstly to keep each map small enough to play fast on mobile devices, and secondarily in most cases the scene transition prevents the player from going backwards in the story-line.
I'm surprised you're not getting audio. I have the same setup here (Quest on Windows over Link). You may want to make sure the sound output device is the "Headphones (Oculus Virtual Audio Device)".
I'll put up an updated version which adds some sort of visual indicator where climbing is possible. The end of the hallway has roots and vines to climb up.
Update: I've posted a "Non Jam" update which uses particle-effects to indicate where climbing is possible, you can grab hold of the wall or roots and pull yourself up.
At the end of the hallway you'll see some roots grown in to the wall - you can climb up them to get to the next section. I should probably indicate you can go up that way with an arrow or something.
Update: I've posted a "Non Jam" update which uses particle-effects to indicate where climbing is possible, you can grab hold of the wall or roots and pull yourself up.