Trigger haptic feedback when a long-press gesture fires a right-click
(context menu) in the Android editor. Uses Android's native
`HapticFeedbackConstants.LONG_PRESS` on the render view surface.
An editor setting `interface/touchscreen/haptic_on_long_press` is added
under the existing touchscreen section to allow users to disable this
behavior. The setting defaults to enabled on native touchscreen devices.
The project is setup in Android Studio with three buildtypes:
- `release` for release builds of the engine
- `debug` for debug builds of the engine with `dev_mode`, `dev_build`, and `debug_symbols` disabled
- `dev` for debug builds of the engine with `dev_mode`, `dev_build`, and `debug_symbols` enabled
This commit deprecates and removes the `dev` buildtype and instead enables `dev_mode`, `dev_build`, and `debug_symbols` for the `debug` buildtype when building with Android Studio.
The `release` buildtype has also been updated such that a `release` build built with Android Studio and signed with non-production keys can be installed side-by-side with a production-signed release (e.g: from the store).
- Fix issue on foldable where the embedded window would obscure the main window when launching
- Fix edge-to-edge support for non-immersive apps / games
- Add edge-to-edge export option to allow non-immersive apps / games to extend edge to edge
- Provide a `GodotService` Android service implementation which can be used to host an instance of the Godot engine
- Provide a `RemoteGodotFragment` Android fragment implementation which provides the view and logic to wrap connection to a `GodotService` instance
Godot OpenXR Vendor plugin version 4.0.0-stable changed the plugin's manifest declaration, so this updates the logic to remove that manifest declaration to match.
The app was restarting unexpectedly due to missing configChanges flags.
Added "locale|layoutDirection" to AndroidManifest.xml to prevent activity recreation.
- Enable events KEY_VOLUMEUP and KEY_VOLUMEDOWN on Android.
- Adds a project setting to override volume buttons. It would disable system volume changes when the buttons are used within the project.
Enables OS.create_instance(args) and OS.set_restart_on_exit(true, args)
on android.
Borrowed the logic from the editor, so it completely restarts the
process so you can pass --rendering-method, --rendering-driver to switch
between forward_plus, mobile, gl_compatibility etc on an exported app.
Related:
https://github.com/godotengine/godot-proposals/issues/6423
Supported features in the immersive preview mode
- Passthrough
- Hand tracking
Notes:
- Multi-window is only available for internal apps on PICO OS, therefore launching adjacent windows is not possible currently.
- Passthrough splash screen is not supported on PICO OS