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Add visionOS platform support - #2085
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This change looks good to me. It is in line with what we did for the GDExtensions GodotRealityKit and GodotPhase; but having it directly in Godot-cpp sounds better, indeed. |
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dsnopek
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Thanks! This looks like a straight adaption of the existing scons support for iOS, which I think is a great way to start this
For the future, I think we should consider merging the IOS_* and VISIONOS_* options as APPLE_* like in Godot (but we'll need to decide on if/how we want to handle backcompat). And it would be good to add cmake support for visionos, but that can be in a follow-up PR
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I fixed the missing trailing newline that was flagged by the check, no other changes |
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Adds visionOS as a build platform, so GDExtensions can target Apple Vision Pro. Godot has exported to visionOS since 4.5, and 4.8 adds immersive rendering through the visionOS XR module, but godot-cpp can't build for it yet:
scons platform=visionosis rejected.NOTE: It may be helpful to create a shared helper for iOS and visionOS, since they are quite similar. However, I thought that might be best done in a later PR to isolate iOS changes.
Testing
scons platform=visionos target=template_debugandtarget=template_releaseon macOS v27.2.testproject on Apple Vision Pro (Godot 4.8.beta1, windowed). The extension and godot-cpp were packaged as.xcframeworks, as on iOS. 137 of 138 checks pass. The only failure isFileAccess.file_exists(library_path)(main.gd, line 301). I believe that would be expected of iOS as well.