Fredia Huya-Kouadio
Fredia Huya-Kouadio
Hey folks, apologies for the delay. We'll be working to resolve this issue in the coming weeks (before the end of the year).
Tough one.. It doesn't seem like we're leaking references as `DeleteLocalRef` is properly invoked for cleanup as needed, so as @DrMoriarty correctly analyzed, the argument may be too big. @timoschwarzer...
That sounds like a good approach! I would involve @BastiaanOlij in the design for the `ARVRAudioStreamPlayer3D` class as we'd probably want an API flexible enough to support other VR (and...
@fire Do you plan to open a PR to integrate your spatial audio changes?
cc @BastiaanOlij @akien-mga
@NeoSpark314 Can you elaborate on the performance pitfalls you're seeing with the GLES3 renderer. I'm also trying to identify the optimal Godot renderer, and so knowing ahead of time what...
@BastiaanOlij Looks like the api is still experimental so it won't make the `1.2.0` release. [Experimental features](https://developer.oculus.com/experimental/experimental-overview/) are not allowed in the store and require `adb` commands to enable, so...
The feature is being developed in the https://github.com/m4gr3d/godot_openxr/tree/dev_spatial_anchor branch.
> 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,...
Spatial Anchor is [now publicly available](https://developer.oculus.com/documentation/native/android/openxr-lsa-overview/), so it'll be incorporate within an upcoming release.