This PR specifically is about getting Godot able to build for visionOS.
Even if Godot insisted on needing OpenXR support , you’d still need to land this PR to get the engine itself to work first.
Apple has no intention of fitting within godot’s GTM strategy for VR via OpenXR standard.
Amongst other signals, the PR comment says: “To support creating Immersive experiences by using a new Godot's visionOS VR Plugin.”
Apple has no intention of fitting within godot’s GTM strategy for VR via OpenXR standard.
Amongst other signals, the PR comment says: “To support creating Immersive experiences by using a new Godot's visionOS VR Plugin.”