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Compile OpenXR into MacOS build #79614

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merged 1 commit into from Jul 24, 2023

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BastiaanOlij
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@BastiaanOlij BastiaanOlij commented Jul 18, 2023

Now that Khronos added OpenXR support on MacOS I've added support for it in Godot even though Apple doesn't do anything with XR on Mac.

As a bonus it nicely solves the issue of the action map editor not being available on Mac. You can developer Quest applications on Mac (and we have various people doing so) but you couldn't configure the action map so that was annoying.

Now obviously with MacOS support for OpenXR there are things in the works. I believe Monado is working on MacOS support which would allow various PCVR headsets to potentially work on Mac, and there are likely other options coming soon.

Bugsquad edit: fixes #79582

@BastiaanOlij BastiaanOlij added this to the 4.2 milestone Jul 18, 2023
@BastiaanOlij BastiaanOlij self-assigned this Jul 18, 2023
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Riteo commented Jul 18, 2023

I'm adding support because this nicely solves the issue of the action map editor not being available on Mac.

If I'm understanding correctly this would fix #79582, right?

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If I'm understanding correctly this would fix #79582, right?

Yup :)

@BastiaanOlij BastiaanOlij marked this pull request as ready for review July 19, 2023 01:43
@BastiaanOlij BastiaanOlij requested a review from a team as a code owner July 19, 2023 01:43
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I'm putting this up for review because I was just able to verify the OpenXR side of this works (using an OpenXR runtime I can't disclose details off because it may never see the light of day and is unfinished).

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@dsnopek dsnopek left a comment

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The code for this looks good to me!

I don't personally have a good way to test it, but for the most common use-case (developing Quest apps from a Mac), basically, if it compiles it works. And I can see it compiling fine in the "macOS / Template" build on CI:

https://github.com/godotengine/godot/actions/runs/5588692055/job/15136001454?pr=79614

🚀 Ship it! 😄

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@fire fire left a comment

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Ship it!

I and aaronfranke use macs often and there's a series of differences between platforms.

@YuriSizov YuriSizov merged commit 9a7d8dc into godotengine:master Jul 24, 2023
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Thanks!

@BastiaanOlij BastiaanOlij deleted the macos_openxr branch November 7, 2023 22:55
@BastiaanOlij BastiaanOlij added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Nov 14, 2023
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Marked this for cherry picking in 4.1, we're not sure what changed in 4.1 but before the only problem we had was not being able to edit the action map. In the latest 4.1 builds some people have reported issues exporting on Mac due to missing classes that are part of the OpenXR module.

This PR solves that issue on 4.1

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jan 23, 2024
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Cherry-picked for 4.1.4.

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XR Action Map not working in Mac OS
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