Fredia Huya-Kouadio

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> > Reminder to myself, need to check `XR_KHR_COMPOSITION_LAYER_DEPTH_EXTENSION_NAME` and only add the depth layers if it's supported. > > @m4gr3d @ChristophHaag I'm now checking if this extension is available...

@jacrdeveloper Are you still encountering this issue with the latest version of the plugin?

The issue is a bug in the passthrough api on Meta Quest devices and will be resolved in Quest OS v37. For the moment, we use the workaround of ignoring...

@BastiaanOlij yea, waiting on v37 to be public and validating the issue is gone in that version.

The current logic returns [1 for `LOCAL` and 2 for `STAGE`](https://github.com/GodotVR/godot_openxr/blob/master/src/gdclasses/OpenXRConfig.cpp#L203-L206) but takes in [2 for `LOCAL` and 3 for `STAGE`](https://github.com/GodotVR/godot_openxr/blob/master/src/gdclasses/OpenXRConfig.cpp#L225-L229): ``` // play space is STAGE int type =...

In order to expose this feature in Godot, we could extend [Godot's `Viewport`](https://docs.godotengine.org/en/stable/tutorials/viewports/viewports.html) (e.g: `OvrViewport`) and have it backed by an ovr compositor layer.

> I blindly made some changes to the iOS and Android platforms, would be nice if someone from each team can confirm that the changes look okay. @clayjohn The Android...

> Any documentation on this??? The Android documentation for this is available at https://docs.godotengine.org/en/latest/tutorials/platform/android/android_library.html

@BastiaanOlij We should also determine the criteria for an extension for 'graduating' from a GDExtension to being a core. The simplest approach would be to follow the OpenXR process, i.e:...