Closed creikey closed 5 years ago
CC @BastiaanOlij @m4gr3d
After adding the line <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1"/>
as discussed in the reddit thread to the manifest the issue still "manifests". I've attatched the modified demo project with controller tracking so the issue can be reproduced.
demo.zip
@creikey Thanks for the update, I'll take a look. Before the Quest firmware update, were the controller tracking correctly for you?
@akien-mga Feel free to assign the issue to me.
@m4gr3d yes, the controller tracking was working correctly. I'll look into it as well and let you know if I find anything.
It turns out that the controller tracking will work correctly if the line is added to the manifest, I was testing with a modified version of the godot oculus mobile plugin that had a bug in it. Apologies.
No problems, and thanks for the update! Are you still working on a PR for the manifest fix, or should I handle it?
@m4gr3d I've created a pr for it at #30902 that just adds the line to the manifest with android required being false. If it's required to have it be an optional setting by the godot devs, then I can sort through the strange binary android manifest parser in the android platform's export.cpp
Godot version:
e4ec59b6ae7ba4da8a57d35a4763192fd84fa358
OS/device including version:
Arch Linux
Issue description:
Exported android game is missing extra android feature line in the manifest needed for the oculus quest to give the game 6dof tracking on the controllers: https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with/
Steps to reproduce:
Minimal reproduction project: