godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Exported oculus quest games treated as go games #30854

Closed creikey closed 5 years ago

creikey commented 5 years ago

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:

  1. Follow steps on the oculus mobile github to export for oculus quest
  2. Modify the demo to include controllers with a simple meshinstance as children for visualization
  3. Controller tracking does not work due to the missing line in the manifest.

Minimal reproduction project:

akien-mga commented 5 years ago

CC @BastiaanOlij @m4gr3d

creikey commented 5 years ago

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

m4gr3d commented 5 years ago

@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.

creikey commented 5 years ago

@m4gr3d yes, the controller tracking was working correctly. I'll look into it as well and let you know if I find anything.

creikey commented 5 years ago

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.

m4gr3d commented 5 years ago

No problems, and thanks for the update! Are you still working on a PR for the manifest fix, or should I handle it?

creikey commented 5 years ago

@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