Closed m4gr3d closed 10 months ago
Owh, I'm starting to understand the approach you were planning now. Makes a lot of sense to have a platform agnostic feature for the permission, that we then implement for each platform that supports it.
We might want to add stubs to the other platforms that implement the supportsFeature
function and just returns false.
The only bit that I don't completely see through, when I'm looking at also adding support on PICO, is selecting the setting itself in the export interface. I'm assuming we'll have a PICO section where we select whether eye gaze is required on PICO and it adds the same feature tag?
Owh I noticed in the PR on the Godot side the supportsFeature
already has a base implementation and we're overriding it :)
I'm assuming we'll have a PICO section where we select whether eye gaze is required on PICO and it adds the same feature tag?
Yeah I can't test so I skipped that section but the changes will be similar (if not identical to the Meta changes):
godot_openxr_pico_editor_export_plugin.gd
, an additional option will be added which will be returned by _get_export_options
as done for Meta. Unlike Meta, Pico eye tracking may be more of a boolean value since they don't have the required
attribute_get_export_features
will need to be overridden for Pico to include the feature tag when Pico eye tracking is enabled_get_android_manifest_element_contents
will also need to be overridden for Pico to include the proper Pico permission in the manifest.I'm kind of in the same boat as my PICO 4 doesn't have eye tracking. But I'm hoping I can test the extension with a Varjo headset at least.
I might add the PICO changes as I think they're needed and sent a test build off to PICO. But I think we can approve this work as is after I get a chance to test it on my Quest. Hopefully the production team will merge the upstream change in Godot for 4.2
I'm kind of in the same boat as my PICO 4 doesn't have eye tracking. But I'm hoping I can test the extension with a Varjo headset at least.
I might add the PICO changes as I think they're needed and sent a test build off to PICO. But I think we can approve this work as is after I get a chance to test it on my Quest. Hopefully the production team will merge the upstream change in Godot for 4.2
We can also use the gating logic to validate this no longer causes a crash on the Pico 4.
@BastiaanOlij This can be merged now that https://github.com/godotengine/godot/pull/82614 has been merged.
The first commit is a small change to address and fix https://github.com/GodotVR/godot_openxr_loaders/issues/46
The second commit contains the majority of the changes and is the counterpart to https://github.com/godotengine/godot/pull/82614:
XR_EXT_eye_gaze_interaction
as a feature tag to set when eye tracking is enabledGodotPlugin
instance to returntrue
for thePERMISSION_XR_EXT_eye_gaze_interaction
feature tag when the necessary permissions are granted.