Skip to content
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

Mac support for Godot XR #418

Closed
eelcor opened this issue Mar 8, 2023 · 6 comments
Closed

Mac support for Godot XR #418

eelcor opened this issue Mar 8, 2023 · 6 comments

Comments

@eelcor
Copy link

eelcor commented Mar 8, 2023

Hi,

I am very enthusiastic about Godot and want to switch from Unity. I am a hobbyist using an M1 Max MacBook Pro and love to program and create content. Unfortunately there is one thing holding me back from completely switching. I haven't found a way to use VR with Godot (Mac support for VR is overall sketchy, but within Unity I can develop for my Quest 2 headset).

Is there any way to get support for using the Quest 2 with Godot 4.0 on a Mac? I'd be more than happy to help, but my coding skills are limited. I have no issues with getting my hands dirty and try things ;) How can I cross compile the tools for Mac OS? Are there any plans to support Macs in the future as the M1/M2..MX processors seem to be more suitable for 3D graphics.

Kind regards,
Eelco

@BastiaanOlij
Copy link
Member

Hi Eelco,

There is no fundamental difference here between Unity and Godot. It is just a matter of installing Android Studio on the Mac so ADB is installed and you can push APKs to your Quest.

For Godot itself just download the universal Mac build and you can run the editor, then download the loader library and XR Tools from the asset library.

The only limit on Mac is that here are no headsets to my knowledge that allow for running the VR project locally with something like airlink. You have to push your project to the Quest.

@eelcor
Copy link
Author

eelcor commented Mar 24, 2023

Thank you so much!!!

I hope air link support will be added soon for the Meta Quest, as 3D capabilities of the new Mac's have been greatly improving. But now I am so happy with your answer!

@eelcor
Copy link
Author

eelcor commented Mar 24, 2023

Yes!!! I followed your tutorial and was able to run my first VR test on the meta quest! Great!

I had some issues with Gradle and I needed to change the gradle distribution to 7.6 instead of 7.4 in the properties of the Gradle wrapper.

I am very happy now!

@BastiaanOlij
Copy link
Member

Happy new, OpenXR added support for macOS so we enabled it!!

godotengine/godot#79614
Coming in 4.2

@eelcor
Copy link
Author

eelcor commented Jul 29, 2023 via email

@BastiaanOlij
Copy link
Member

Glad you can move forward @eelcor :)

Closing this issue.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants