godot_openxr
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Add support for Meta Spatial Anchors OpenXR API
https://developer.oculus.com/experimental/spatial-anchors-overview/
@BastiaanOlij Looks like the api is still experimental so it won't make the 1.2.0 release.
Experimental features are not allowed in the store and require adb commands to enable, so we should wait until it's stable before including.
The feature is being developed in the https://github.com/m4gr3d/godot_openxr/tree/dev_spatial_anchor branch.
@m4gr3d if you want, but it's up to you, I think there is nothing wrong to create a draft PR with the experimental functionality and make it clear in the PR description that this is experimental functionality that can't be used yet in production and that the PR will remain draft until such time that the functionality is made official. This way people can start testing it and start providing feedback.
That is assuming off course that now that the spatial logic is publicaly showcases on the Oculus developer website it no longer falls under any NDA or embargo?
That is assuming off course that now that the spatial logic is publicaly showcases on the Oculus developer website it no longer falls under any NDA or embargo?
Yes, it's publicly available so developers can start prototyping and giving feedback. You just can't ship an app with an experimental api to the Meta store.
Yes, it's publicly available so developers can start prototyping and giving feedback. You just can't ship an app with an experimental api to the Meta store.
Then I would recommend creating a draft PR for it so people can provide feedback :) I know atleast two people on the discord who've been hoping this stuff would be implemented :)
Yes, it's publicly available so developers can start prototyping and giving feedback. You just can't ship an app with an experimental api to the Meta store.
Then I would recommend creating a draft PR for it so people can provide feedback :) I know atleast two people on the discord who've been hoping this stuff would be implemented :)
Same, C++ not my language (yet), but happy to support any way I can. Would like to use the SAs in my next game and would hate to have to use Unity for the prototype, much rather would like to use Godot.
Any high-level guidelines would be appreciated or like a to-do with the several components listed, as I have no idea where to begin.
Spatial Anchor is now publicly available, so it'll be incorporate within an upcoming release.