for my project we bought a bunch of Quests and one of the features we need is marker tracking.
I do not know a different way of tracking things in a dynamic environment.
I am aware of the spatial extensions to OpenXR being released, but there is no public communication of meta when or if they are being implemented.
QR Code tracking alongside RayCasting and their entire Depth API only works (in unity) with the OVRPlugin as a backend that makes some native calls to their runtime (is it even OpenXR?).
So I thought: Could I write a GDExtension that binds only the ovr_* calls that I need for marker tracking, while using the standard OpenXR pipeline for everything else or will that almost certainly not work?
Indeed, we’re eagerly awaiting public news of Metas intentions around this.
The OVRPlugin likely implements a vendor extension version of this. It is not in the official OpenXR spec but Meta does from time to time release extensions that have not been made “official OpenXR”, we have implemented some in the Godot OpenXR vendor plugin but it is always risky as these extensions can change over time.
That said, looking at Metas developer website, I can’t find any conclusive info on that. Maybe it’s part of Dynamic Object Tracking?
Just for future reference, you can always check what extra Meta features we support here.
That being said, I really like the example of AndroidXR that we get basically the full feature set of XR via OpenXR on launch, even RayCasting which is crucial for some usecases. We will also buy some GalaxyXR glasses on release.