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Add OpenXR releases to CI #39
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Been messing around with this locally but I haven't been able to produce a VR build by modifying command line args or env vars. I tried |
It's possible to make special export presets that have XR enabled. So, for example, you could have two Windows exports, one with XR enabled, and the other without. It'd work basically the same as how I setup the project settings that are specific to the Meta Quest export in #37: you'd make a "Windows (XR)" export preset, add a custom feature tag to it (for example, "xr") and then in project settings make an "openxr/enabled.xr" override to turn it on only for that feature tag. Then from the command like you could do Please let me know if you'd like me to make a PR for that! Alternatively, you could have a single export, but a button in the game that would restart the game in XR mode (adding the |
Thank you! I'll give it a shot and ask u if i need help figuring it out. @cassidyjames btw it looks like there's an issue with the CI job for backing a release -- https://github.com/m4ym4y/museum-of-all-things/actions/runs/13564158453/job/37913484993 Do you know what's up w this error? |
Builds are now created on release thanks to @cassidyjames work! I'd like to add builds for OpenXR releases automatically too, which should be possible through the same build commands but with the
--use-vr
flag I think!The text was updated successfully, but these errors were encountered: