Comments (3)
After a lot of trial and error, managed to find the magic that should go into the Android manifest to make this work:
<meta-data
android:name="com.oculus.always_draw_view_root"
android:value="true" />
(to be put under the application tag).
Apparently this tag is somehow added to the manifest during the build process of the Edit Text sample, merged from the GAST core lib. I didn't notice because I was only looking at the files in the sample folder itself - I didn't know that the final manifest is different than the initial one.
This tag can be added in the Godot-generated build template too.
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I will keep the issue open, but feel free to close. The reason I think it would be good to keep this open is that it would be great to add some explanation of this to the README, or even another sample project that demonstrates "normal Godot Android usage" of the plugin, in line with the Godot instructions for Oculus Quest.
from gast.
I know it's been a while but I'm stuck on this. I tried adding that meta-data tag in my godot android build manifest, but on exporting that tag is removed from the file. I tried adding it when I built the android plugins in this repo but it doesn't seem to be working because the gastnode is still just black
from gast.
Related Issues (1)
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