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XR Action Map not working in Mac OS #79582

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eelcor opened this issue Jul 17, 2023 · 0 comments · Fixed by #79614
Closed

XR Action Map not working in Mac OS #79582

eelcor opened this issue Jul 17, 2023 · 0 comments · Fixed by #79614

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@eelcor
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eelcor commented Jul 17, 2023

Godot version

4.1 stable

System information

Mac OS 13.4.1 - Macbook M1 Max 32c

Issue description

I want to develop standalone apps for the Oculus Quest 2. I use the Mobile+ setting and OpenXR. A lot of functionality is working properly. However, I need direct access to events generated by the buttons and joysticks on the touch controllers. This is accomplished by the XR action map editor. However, potentially due to the lack of support for OpenXR on the MacOS this map editor is not enabled when creating an OpenXR project. Adding actions in code or manually adding "openxr_action_map.tres" to the project yield errors due to unknown references to OpenXRAction, OpenXRInteractionProfile and OpenXRIPBinding.

I really want to help to fix this. If there is anything I could do to enable OpenXR action maps in projects on systems without native OpenXR support. I'd love to help.

Kind regards,
Eelco

Steps to reproduce

  1. Enable OpenXR in the project settings -> OpenXR Action Map should be a tab next to the tab "Shader Editor"
  2. Importing "openxr_action_map.tres" in the project and double clicking it in the resource pane should yield multiple errors.

Minimal reproduction project

Just an empty project -> Add OpenXR support. (see: https://docs.godotengine.org/en/stable/tutorials/xr/xr_action_map.html)

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3 participants