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Various users reported on 4.1.1 and 4.2dev5 that the debugger fails to connect when Remote Debugging Oculus Quest 2 and Quest Pro.
Godot logs contain:
0 param: --remote-debug
1 param: tcp://localhost:6007
...
--- Device API >= 21; debugging over USB ---
--- DEVICE API >= 21; DEBUGGING OVER USB ---
6007
Reverse result: 0
Starting: Intent { act=android.intent.action.MAIN cmp=org.godotengine.helloxr/com.godot.game.GodotApp }
Running the target with --verbose, logcat contains: I godot : Remote Debugger: Connected! but when hitting breakpoints, logs E godot : USER ERROR: Script Debugger failed to connect, but being used anyway.
There's a reverse tunnel on the device, ie adb reverse --list prints UsbFfs tcp:6007 tcp:6007.
Update: After restarting Windows, Godot, and reconnecting the headset, making some changes to the project and re-exporting debugging is now working, scene changes are reflected immediately, breakpoints hit, etc.
I suspect there's a race condition with setting up the debugger and when the deployment happens quickly, something goes wrong with attaching the debugger.
Godot version
v4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4070 Laptop GPU () - 13th Gen Intel(R) Core(TM) i9-13980HX (32 Threads)
Issue description
Related Discord thread.
Various users reported on 4.1.1 and 4.2dev5 that the debugger fails to connect when Remote Debugging Oculus Quest 2 and Quest Pro.
Godot logs contain:
Running the target with
--verbose
, logcat contains:I godot : Remote Debugger: Connected!
but when hitting breakpoints, logsE godot : USER ERROR: Script Debugger failed to connect, but being used anyway.
There's a reverse tunnel on the device, ie
adb reverse --list
printsUsbFfs tcp:6007 tcp:6007
.Steps to reproduce
Expect the breakpoint to be hit. The breakpoint is not hit.
Minimal reproduction project
N/A
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