Description
Tested versions
- Reproducible in Godot 4.4.1
- Not Reproducible in Godot 4.4
System information
Godot v4.4.1.stable unknown - Arch Linux SMP PREEMPT_DYNAMIC Mon, 07 Apr 2025 19:59:13 +0000 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (nvidia; 570.133.07) - AMD Ryzen 7 5700X 8-Core Processor (16 threads)
Issue description
I've been setting XROrigin3D & XRCamera3D's in projects I want develop for both XR and desktop, in this case, a 3rd person shooter. In 4.4, the camera is offset from the player as expected, but when the project is run in 4.4.1, the XRCamera3D's local position is snapped back to (0, 0, 0). Disabling Physics Interpolation prevents this.
I should say this is a pretty weird thing to do, and offsetting the XR camera only and not the XR origin was a mistake that came from me never testing the project again in XR once I switched from 1st to 3rd person, but this admittedly cursed setup didn't break in 4.4 and earlier.
Likely caused by: #103233
Steps to reproduce
- Add an XROrigin3D and an XRCamera3D child.
- Move the XRCamera3D in the scene.
- Enable Physics interpolation.
For the MRP, I've added Label3D's to each node so you can see them move in the editor camera override view.
Minimal reproduction project (MRP)
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