godotengine / godotengine/godot
Reflection Probe not working in stereo (Compatibility)
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
- Reproducible in 4.4 master (eee39f004b42a4948af90cdebedf65c34a4a4970)
### System information
Windows 11 - Godot 4.4-dev
### Issue description
When enabling stereo rendering, reflection probes in compatibility renderer stops working.

### Steps to reproduce
Easiest way to reproduce is to take a scene that has a working reflection probe, add an XROrigin3D node, add an XRCamera3D node, then add the following code:
```
extends Node3D
func _ready():
var interface = XRServer.find_interface("Native mobile")
if interface and interface.initialize():
get_viewport().use_xr = true
```
### Minimal reproduction project (MRP)
[stereo_light_probe_issue.zip](https://github.com/user-attachments/files/18664841/stereo_light_probe_issue.zip)
Contributor guide
Research direction
Start with the linked minimal reproduction project and reproduce the issue using an XROrigin3D, XRCamera3D, Native mobile interface, and stereo rendering in the compatibility renderer. Trace the reflection probe and stereo-rendering paths involved, then verify that the probe works correctly in stereo without regressing the non-stereo case.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- ar-vr-xr, computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100