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[Android editor] Limit when OpenXR runtime permissions are requested #96742

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m4gr3d
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@m4gr3d m4gr3d commented Sep 9, 2024

This PR updates the Android editor to request OpenXR permissions for a running XR game only when the xr/openxr/extensions/automatically_request_runtime_permissions project setting is enabled.

Note that the project setting is introduced in GodotVR/godot_openxr_vendors#203, but this PR can be merged independently of it as the logic is set up to handle when the project setting is missing / not defined.

@dsnopek
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dsnopek commented Sep 11, 2024

Thanks!

I tested this on Quest 3, and it does seem to work fine when paired with GodotVR/godot_openxr_vendors#203.

However, when I try it without that PR on a project where that setting doesn't exist, it doesn't automatically request the USE_SCENE permission, which contradicts this note:

logic is set up to handle when the project setting is missing / not defined

It seems to be doing the reverse, and defaulting to not automatically requesting the permissions if the setting is not defined.

… editor when the `xr/openxr/extensions/automatically_request_runtime_permissions` project setting is enabled
@m4gr3d m4gr3d force-pushed the check_openxr_automatic_permissions_request branch from 5e0f29b to 3ff95ef Compare September 11, 2024 21:47
@m4gr3d
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m4gr3d commented Sep 11, 2024

Thanks!

I tested this on Quest 3, and it does seem to work fine when paired with GodotVR/godot_openxr_vendors#203.

However, when I try it without that PR on a project where that setting doesn't exist, it doesn't automatically request the USE_SCENE permission, which contradicts this note:

logic is set up to handle when the project setting is missing / not defined

It seems to be doing the reverse, and defaulting to not automatically requesting the permissions if the setting is not defined.

Thanks!

I tested this on Quest 3, and it does seem to work fine when paired with GodotVR/godot_openxr_vendors#203.

However, when I try it without that PR on a project where that setting doesn't exist, it doesn't automatically request the USE_SCENE permission, which contradicts this note:

logic is set up to handle when the project setting is missing / not defined

It seems to be doing the reverse, and defaulting to not automatically requesting the permissions if the setting is not defined.

Thanks!

I tested this on Quest 3, and it does seem to work fine when paired with GodotVR/godot_openxr_vendors#203.

However, when I try it without that PR on a project where that setting doesn't exist, it doesn't automatically request the USE_SCENE permission, which contradicts this note:

logic is set up to handle when the project setting is missing / not defined

It seems to be doing the reverse, and defaulting to not automatically requesting the permissions if the setting is not defined.

Fixed!

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@dsnopek dsnopek left a comment

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I just retested, and it's working as expected when the setting doesn't exist now!

@akien-mga
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Thanks!

@akien-mga akien-mga merged commit f33a819 into godotengine:master Sep 12, 2024
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@m4gr3d m4gr3d deleted the check_openxr_automatic_permissions_request branch September 12, 2024 17:07
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3 participants