-
Notifications
You must be signed in to change notification settings - Fork 24
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
XR_LOADER_DEBUG=all support on godot android #26
Comments
Is there any serious down side, performance wise or other, to including this switch? Else I'd suggest instead of reacting to There is a problem here that needs to be solved in Core, unlike GDExternal, the That said, we can change the CI to make both runtime and debug builds and just have a |
I think it makes a lot of sense to add this to debug builds but I was hoping for someone/anyone with a device to tell us it was ok and didn't fill up logs with silly spam :) But also it would be kind of nice to find a place to document this "hack" to get working android environment variables for godot. Is there a faq or tips section for it? |
I've been trying to hack in Since the environment variable situation is a bit of a mess on android, it might be better to just implement the |
Exposing XR_LOADER_DEBUG might be useful for android XR debugging but android has restrictions on env use (each process has its own freestanding env).
https://registry.khronos.org/OpenXR/specs/1.0/loader.html#loader-debugging
I think the cleanest way to do that would be to modify the gradle build target something like
buildConfigField "String", "XR_LOADER_DEBUG", "\"${System.env.GODOT_ANDROID_XR_LOADER_DEBUG}\""
Then add GODOT_ANDROID_XR_LOADER_DEBUG to the build environment.
This could be checked in godotscript by
https://docs.godotengine.org/en/stable/classes/class_os.html#class-os-method-get-environment
*Warning this is untested as I don't have an android XR device.
The text was updated successfully, but these errors were encountered: