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Oculus mobile godot plugin v2 #71

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merged 10 commits into from
Dec 26, 2019

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m4gr3d
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@m4gr3d m4gr3d commented Nov 17, 2019

Refactor of the Oculus mobile plugin to match the newly proposed Godot Android plugin architecture (PR godotengine/godot#33682).

In addition:

  • This simplifies the build process by adding gradle build commands to generate the plugin.
  • The plugin api is also exposed to the Android layer via jni.

Note: This is still a WIP with numerous missing parts (including updated documentation). I'm putting it early for review to start the conversation about the new architecture.

@m4gr3d m4gr3d force-pushed the oculus_mobile_godot_plugin_v1 branch 4 times, most recently from 845ebe2 to 9517b92 Compare November 25, 2019 21:14
@m4gr3d m4gr3d force-pushed the oculus_mobile_godot_plugin_v1 branch 2 times, most recently from b6acee2 to 09203c9 Compare December 13, 2019 03:57
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@BastiaanOlij BastiaanOlij left a comment

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I really like we're completely baseing this on gradle now, it seems like we're simplifying the build system for Android.

Once the upstream PR gets merged, mind having a look at the examples on the GDNative repo and adding the code to compile the basic examples on Android for that so people can see it works this way?

fhuya added 10 commits December 16, 2019 10:15
…n architecture.

This transforms the original project into an Android library project, which has the nice side effect of simplifying integration with Android Studio and gradle.
In the process, we update the build dependencies to include a `compileOnly` dependency on the godot library aar file as it will be provided at runtime by the host Godot apk.
These will be used by the nativescript and jni accessors to provide the plugin functionality to their respective environments.
@m4gr3d m4gr3d force-pushed the oculus_mobile_godot_plugin_v1 branch from 09203c9 to 7cad2db Compare December 16, 2019 15:17
@m4gr3d m4gr3d changed the title WIP: Oculus mobile godot plugin v1 WIP: Oculus mobile godot plugin v2 Dec 26, 2019
@m4gr3d m4gr3d changed the base branch from master to 2.0 December 26, 2019 18:41
@m4gr3d m4gr3d changed the title WIP: Oculus mobile godot plugin v2 Oculus mobile godot plugin v2 Dec 26, 2019
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m4gr3d commented Dec 26, 2019

@NeoSpark314 @BastiaanOlij I've created a 2.0 branch which will be used for continuous development for the new plugin architecture.

@m4gr3d m4gr3d merged commit a14a10a into GodotVR:2.0 Dec 26, 2019
@m4gr3d m4gr3d deleted the oculus_mobile_godot_plugin_v1 branch December 26, 2019 18:45
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m4gr3d commented Dec 26, 2019

I really like we're completely baseing this on gradle now, it seems like we're simplifying the build system for Android.

Once the upstream PR gets merged, mind having a look at the examples on the GDNative repo and adding the code to compile the basic examples on Android for that so people can see it works this way?

@BastiaanOlij Can you point me to the examples on the GDNative repo.

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@BastiaanOlij Can you point me to the examples on the GDNative repo.
The repo is here: https://github.com/GodotNativeTools/GDNative-demos

Probably getting c/SimpleDemo and cpp/SimpleDemo up and running on Android would be pretty cool.

@m4gr3d m4gr3d added this to the 2.0.0 milestone Jun 29, 2020
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