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Meta Quest: Show the splash screen in passthrough if environment blen…
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…d mode isn't opaque (#194)
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dsnopek authored Jul 19, 2024
1 parent da4dc4e commit 9c63c64
Showing 1 changed file with 6 additions and 0 deletions.
6 changes: 6 additions & 0 deletions common/src/main/cpp/export/meta_export_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@
#include "export/meta_export_plugin.h"

#include <godot_cpp/classes/project_settings.hpp>
#include <godot_cpp/classes/xr_interface.hpp>

using namespace godot;

Expand Down Expand Up @@ -451,6 +452,11 @@ String MetaEditorExportPlugin::_get_android_manifest_application_element_content
contents += " <meta-data tools:node=\"replace\" android:name=\"com.oculus.handtracking.version\" android:value=\"V2.0\" />\n";
}

if ((int)ProjectSettings::get_singleton()->get_setting_with_override("xr/openxr/environment_blend_mode") != XRInterface::XR_ENV_BLEND_MODE_OPAQUE) {
// Show the splash screen in passthrough, if the user launches it from passthrough.
contents += " <meta-data android:name=\"com.oculus.ossplash.background\" android:value=\"passthrough-contextual\" />\n";
}

return contents;
}

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