01-16-2023 12:57 PM
I'm an experienced C++ and Android developer, but new to graphics programming. But that should be OK as my UI needs are minimal.
So, if I want to do development for the Meta headsets without the big game engines, it seems that the 'OpenXR Mobile SDK' is now the way to go.
But I read here that the SDK is "unable to provide access to Meta Native Mobile APIs". Yikes, wait, so then these native apps built with this SDK will be second class citizens on meta headsets. And even more worrying, I see that the OpenXR forum is pretty dead.
So, unless I really need cross-platform then maybe OpenXR is not the way to go, and realistically I have to use Unity or Unreal?
Any guidance is appreciated.
07-01-2024 07:57 PM
I ran into this worry too. The confusion comes from the names: OpenXR Mobile SDK vs Oculus Mobile SDK
The "Oculus Mobile SDK" is deprecated, use the OpenXR Module SDK instead. Even more confusing, sometimes Meta calls it "Oculus OpenXR Mobile SDK" and sometimes just "OpenXR Mobile SDK". From the looks of it, Meta bases their Oculus OpenXR Mobile SDK off of a release of the OpenXR SDK and adds a little to it:
This SDK is a comprehensive resource that includes header files and API definitions for both experimental and pre-release OpenXR APIs.As these API definitions reach their final stages, they will be incorporated into the [OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK).
It's unclear if Meta requires you to use their version of the SDK or if the latest Khronos OpenXR SDK will work. I'll give it a try and find out.