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Refactor the Godot OpenXR loader to match the new Android plugin packaging format for Godot 4.2 #38
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I'm guessing Also don't we need .gdignore files in the plugin somewhere to ensure it's not exported? |
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Note that I have bumped the version to We may want to keep a |
I think that makes a lot of sense |
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This is going to open so many doors in configuring our loaders, cool stuff!
Following on the previous commit, the XR features logic have now be moved to the Godot OpenXR loader plugin. See GodotVR/godot_openxr_vendors#38
godotengine/godot#78958 has been merged, so this PR should be good to go! |
…aging format for Godot 4.2 The new format gives a lot of flexibility and allows each vendor plugin to provide its own set of parameters in the export window. Those parameters in turn influences how the Android manifest is generated.
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Following on the previous commit, the XR features logic have now be moved to the Godot OpenXR loader plugin. See GodotVR/godot_openxr_vendors#38
Following on the previous commit, the XR features logic have now be moved to the Godot OpenXR loader plugin. See GodotVR/godot_openxr_vendors#38
The new format gives a lot of flexibility and allows each vendor plugin to provide its own set of parameters in the export window. Those parameters in turn influences how the Android manifest is generated.
See godotengine/godot#78958 for reference.