Closed dsnopek closed 7 months ago
@m4gr3d How best to solve this? Is there something we can do here? Or, is this best resolved in Godot, where we can update PermissionsUtil?
It would be kind of nice if PermissionsUtil had a function that accepted a list of permissions, and then tried each one in order, checking if they are in the manifest first, and then waiting until after we get a result for each one before moving on to the next.
@dsnopek We can do both. The api used to request permissions are regular Android apis so we can use them directly in GodotOpenXRMeta
.
I'll also update the PermissionsUtil
api to include a method to request a list of permissions. When we release dev5
, we can then switch back to using PermissionsUtil
.
I'm experiencing an issue where the
com.oculus.permission.USE_SCENE
is never actually requested, because only the first permission request actually goes through.So, right now we have this in
GodotOpenXRMeta.onMainCreate()
:But what I see in
adb logcat
is this message:However, if I remove all the permission requests above, except for the
SCENE_PERMISSION
that I care about, then the permission actually gets requested, and in the headset the window pops up giving me the option to grant permission.@m4gr3d How best to solve this? Is there something we can do here? Or, is this best resolved in Godot, where we can update
PermissionsUtil
?It would be kind of nice if
PermissionsUtil
had a function that accepted a list of permissions, and then tried each one in order, checking if they are in the manifest first, and then waiting until after we get a result for each one before moving on to the next.