David Snopek

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I skimmed through that tutorial and I have one note: - They recommended using the "Mobile" renderer for Quest - in fact, we recommend using "Compatibility" for Quest or any...

Ah, ok, so we're doing something totally different than Godot. :-/ I guess we'll need to decide if we want to switch to matching Godot, update Godot to match godot-cpp,...

Sorry for the confusion! The `META_ENVIRONMENT_DEPTH_TEXEL_SIZE` variable was added in https://github.com/GodotVR/godot_openxr_vendors/pull/354 which isn't in godot_openxr_vendors 4.1.1 - only on the `master` branch We're planning to release version 4.2.0 pretty soon,...

Ah, thanks for sharing! I hadn't seen that thread on the forum, and that's not a bug I've ever personally experienced. Can you share an MRP that demonstrates this behavior?...

Ah, that's great! You can call `XRServer.clear_reference_frame()` to clear out anything that `center_on_hmd()` did. However, if possible, switching your app to use a "Reference Space" of "Local Floor" (in Project...

> Does this technically break compat for extensions? Yes, I think @raulsntos is correct. I guess it's time to start testing out this compatibility system for real?

Hm, digging into this one deeper, I don't think we currently have a way to provide compatibility methods on `Variant` types. `gdextension_variant_get_ptr_builtin_method()` in `gdextension_interface.cpp` looks up the method by the...

> Since there still isn't a way to register compatibility methods, I updated this PR to instead keep the bindings equivalent to the same method as before, while the version...

I just posted PR https://github.com/godotengine/godot/pull/112290 which finally adds a system for builtin method compatibility. In order to test in, I've included (in the 2nd commit) the same core change as...

Code-wise, this seems to be getting there! However: 1. It'd be great if @Faless could give it one last review, and 2. This will need to be squashed into a...