Fredia Huya-Kouadio
Fredia Huya-Kouadio
@BastiaanOlij @konczg Was there anything that remained to be done prior to merging this PR?
@kisg @konczg Can you pull the bug fix into a separate PR; that would be okay to merge in `4.1` since the feature freeze / beta period is to address...
> Hey there, I'm looking for some troubleshooting steps. As soon as I start the VR editor, the scene loads in VR and I can see the editor and keyboard,...
> I'm currently stuck with testing as I'm not sure if something is not working correctly yet, or if the extension hasn't been rolled out on Quest yet. Right now...
> Seems fine to me. Since we are pulling the index array from the RenderingServer, this seems like an appropriate place to do error checking. > > Would appreciate @kleonc's...
FWIW, I've been testing on a Pixel 5 device. On that device the issue always reproduce when trying to open the linked repro project in the Android editor.
@BastiaanOlij Should we submit this workaround for the time being since the proper fix requires further investigation? It'll at least prevent certain vulkan projects from crashing on start.
Fixed by https://github.com/godotengine/godot/pull/77686
@raulsntos We'll need to create a separate `mono` [`flavor`](https://developer.android.com/build/build-variants#product-flavors) for the `app` module that includes the mono dependencies. The addition of that flavor means we'll be able to guard mono...
There's one more set of changes that'll be needed to support gradle builds. `export_plugin` uses the `assemble` command for the gradle builds, so that logic will need to be updated...