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Wanted to ask a few questions about feature support:
- what browsers are supported?
- is there in-built tracking?
- what audio types are supported?
- is native mobile supported?
- are there thumb…
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**Is your feature request related to a problem? Please describe.**
[Godot supports OpenXR], and that proprietary simulator supports VR. You mention wanting to support more platforms. VR could be a gr…
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Hello, I already try get help via Slack without lucky.
Is there some nice way to block Google VR Service notification?
We making experimental 360 content inside A-frame for mobile devices(mostly). W…
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**Is your feature request related to a problem? Please describe.**
The flag to bypass initial modal menus works great on desktop and VR. But there doesn't seem to be an option to do it on mobile, w…
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Hey All,
As I was playing around trying to make #19170 work, I stumbled upon some info that solves the lag issue I've been experiencing on Android. But before I change this, it requires some discu…
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Hello!
To begin with, I want to thank you for putting your time and effort into this project.
So, I bought myself a VR headset just to try it with my mobile, and I was pretty sure I have gyroscope…
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compile godot and export templates explicitly for 2d games and the apk size optimisation?
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Could you add Safari for visionOS and Safari for iPadOS to the browsers available to compare?
- visionOS has differences regarding WebXR support. You can also see the feature flags by using the vis…
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### Godot version
3.3.4
### System information
Win 10, RX570, i5 4590
### Issue description
The reflections are not visible in VR while they are visible and accurate in Scene Editor:
Demonstra…
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Hi I bought an HTC Vive about a week ago, and I'll love to try this. How do I do that?