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Add Meta configs for the eye gaze interaction extension #48
Add Meta configs for the eye gaze interaction extension #48
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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 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 |
Yeah I can't test so I skipped that section but the changes will be similar (if not identical to the Meta changes):
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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. |
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@BastiaanOlij This can be merged now that godotengine/godot#82614 has been merged. |
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Approving this as is, we'll look at adding PICO support separately
The first commit is a small change to address and fix #46
The second commit contains the majority of the changes and is the counterpart to godotengine/godot#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.