Repository navigation
Conversation
|
This change looks good to me. It is in line with what we did for the GDExtensions GodotRealityKit and GodotPhase; but having it directly in Godot-cpp sounds better, indeed. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Adds visionOS as a build platform, so GDExtensions can target Apple Vision Pro. Godot has exported to visionOS since 4.5, and 4.8 adds immersive rendering through the visionOS XR module, but godot-cpp can't build for it yet:
scons platform=visionosis rejected.NOTE: It may be helpful to create a shared helper for iOS and visionOS, since they are quite similar. However, I thought that might be best done in a later PR to isolate iOS changes.
Testing
scons platform=visionos target=template_debugandtarget=template_releaseon macOS v27.2.testproject on Apple Vision Pro (Godot 4.8.beta1, windowed). The extension and godot-cpp were packaged as.xcframeworks, as on iOS. 137 of 138 checks pass. The only failure isFileAccess.file_exists(library_path)(main.gd, line 301). I believe that would be expected of iOS as well.