fix(bevy_mod_openxr/android): fix fb_passthrough and rename feature
Signed-off-by: Schmarni <marnistromer@gmail.com>
This commit is contained in:
@@ -11,7 +11,7 @@ keywords = ["gamedev", "bevy", "Xr", "Vr", "OpenXR"]
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default = ["vulkan"]
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vulkan = ["dep:ash", "dep:android_system_properties"]
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d3d12 = ["wgpu/dx12", "wgpu-hal/dx12", "dep:winapi"]
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passthrough = []
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fb_passthrough = []
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reflect = ["dep:bevy_reflect"]
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window_support = ["dep:bevy_winit", "dep:bevy_window"]
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@@ -7,17 +7,20 @@ publish = false
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy_mod_openxr.workspace = true
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bevy_mod_openxr = { workspace = true, features = [
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"window_support",
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"fb_passthrough",
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] }
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bevy_xr_utils.workspace = true
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bevy_mod_xr.workspace = true
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# bevy = { workspace = true, default-features = false, features = [
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# # Bevy 0.15 made GameActivity the default which breaks Quest builds
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# # To use NativeActivity instead of GameActivity all of the features have to be listed manually
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# "android-native-activity",
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# "bevy_window",
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# "multi_threaded",
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# "tonemapping_luts",
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# ] }
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bevy = { workspace = true, features = [
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# Bevy 0.15 made GameActivity the default which breaks Quest builds
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# To use NativeActivity instead of GameActivity all of the features have to be listed manually
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"android-native-activity",
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"bevy_window",
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"multi_threaded",
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"tonemapping_luts",
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] }
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[build-dependencies]
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reqwest = { version = "0.12", features = ["blocking"] }
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@@ -1,3 +1,9 @@
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use bevy_app::App;
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use bevy_app::Plugin;
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use bevy_ecs::schedule::IntoScheduleConfigs as _;
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use bevy_ecs::schedule::common_conditions::resource_added;
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use bevy_ecs::system::Res;
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use bevy_ecs::world::World;
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use bevy_log::error;
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use bevy_log::info;
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use bevy_render::Render;
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@@ -35,7 +41,7 @@ impl Plugin for OxrFbPassthroughPlugin {
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app.sub_app_mut(RenderApp).add_systems(
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Render,
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insert_passthrough
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.in_set(RenderSet::PrepareAssets)
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.in_set(RenderSystems::PrepareAssets)
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.run_if(resource_added::<OxrSession>),
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);
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} else {
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@@ -1,4 +1,4 @@
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pub mod handtracking;
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#[cfg(feature = "passthrough")]
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#[cfg(feature = "fb_passthrough")]
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pub mod fb_passthrough;
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pub mod overlay;
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