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https://github.com/manjitbedi/hello-godot-visionos
Hacking with Godot & visionOS
https://github.com/manjitbedi/hello-godot-visionos
godot4 swift swiftui visionos
Last synced: 2 months ago
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Hacking with Godot & visionOS
- Host: GitHub
- URL: https://github.com/manjitbedi/hello-godot-visionos
- Owner: ManjitBedi
- Created: 2024-08-24T22:42:06.000Z (4 months ago)
- Default Branch: main
- Last Pushed: 2024-08-29T03:42:06.000Z (4 months ago)
- Last Synced: 2024-10-10T22:41:58.690Z (2 months ago)
- Topics: godot4, swift, swiftui, visionos
- Language: GDScript
- Homepage:
- Size: 3.84 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
This is work in progress - my goal was to make a new project & manually add the Godot-vision support to it. It is based on this starter repo: [Godot Vision Starter](https://github.com/kevinw/GodotVisionExample).
More info on Godot Vision here [godot.vision](https://godot.vision). AFAIK, Godot for visionOS works only with Godot version 4.2.
Initially, the app displays a view in a volume with 2 buttons - the right might button opens a volume displaying the content.
## Configuration
The following flags needs to be specified in the build settings:
User script sandboxing: No
C++ and Objective-C Interoperability: C++/Objective-C (raw value objcxx)
## Custom build phase
```
#
# Sign dynamically loaded Godot gdextension .frameworks
#
for i in $(seq 0 $(expr $SCRIPT_INPUT_FILE_COUNT - 1)); do
inputFileVar="SCRIPT_INPUT_FILE_${i}"
inputFile="${!inputFileVar}"
codesign --verbose --force --sign "${EXPANDED_CODE_SIGN_IDENTITY_NAME}" "$inputFile"
done```
With the input file arguments:
```
${CODESIGNING_FOLDER_PATH}/Godot_Project/addons/godot-jolt/visionos/godot-jolt_visionos.framework
${CODESIGNING_FOLDER_PATH}/Godot_Project/addons/godot-jolt/visionos/godot-jolt_visionos_simulator.framework
```