Closed Mystfit closed 2 years ago
Curious why anyone would even develop on a mac currently since you can't link test builds and will be stuck launching to the headset always. Also with apple getting into the game soon this will likely end up reverted in the future when they support OpenXR.
I'll pull it in for now though.
My rationale for building on a Mac is I run a VR intro course for students in a Mac lab where they target Quest headsets. This fix is less about running OpenXR on a Mac, but just to make sure that Blueprint nodes and functions will still appear in the Mac editor and then have their functionality filled in when launched on an OpenXR supported platform.
When I was using Epic's built-in OpenXRHandTrackingPlugin a year ago, I had to create a similar fix so that I could pull the hand tracking livelink subjects into the Mac editor in order to package them for Android.
Do we know yet if Apple will target OpenXR? I'd like to remain hopeful but this is Apple were talking about.
On Fri, Jun 24, 2022, 12:29 AM Joshua (MordenTral) Statzer < @.***> wrote:
Curious why anyone would even develop on a mac currently since you can't link test builds and will be stuck launching to the headset always. Also with apple getting into the game soon this will likely end up reverted in the future when they support OpenXR.
I'll pull it in for now though.
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We do not, and they aren't on the list of companies tied to it.
We don't need to actually run OpenXR on a Mac but if we're targeting another platform (Android for the Quest for example) then we need to #ifdef out some OpenXR dependencies to let the plugin successfully compile. The plugin should compile with proper support for any other platform that supports OpenXR (apart from Mac).