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@@ -15,6 +15,18 @@ design considerations. This means that LÖVR does not prioritize features commo
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desktop-focused game engines like advanced control over the desktop window, joystick support,
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touchscreens, etc.
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+> I can't run LÖVR on macOS! It says the app is damaged.
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+
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+By default, Apple quarantines applications downloaded from the internet and prevents you from
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+opening them. Run this to free LÖVR from the quarantine:
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+
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+```
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+xattr -d com.apple.quarantine /path/to/lovr.app
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+```
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+
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+After typing `xattr -d com.apple.quarantine `, you can drag the app onto the terminal to get the
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+path automatically.
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+
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> Is there any way to access keyboard/mouse input?
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Yes, `lovr.system` has functions for keyboard and mouse input, and there are input events like
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@@ -28,11 +40,10 @@ LÖVR is heavily inspired by LÖVE and has a similar Lua API, but the 2 projects
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LÖVR should work on any AR headset that supports OpenXR and Vulkan. More details:
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-- HoloLens is not known to work because it doesn't support Vulkan.
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-- Magic Leap 2 is supported, but requires compiling an `x86_64` APK, since LÖVR's prebuilt APKs are
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- built for `arm64`.
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-- Apple Vision Pro is not known to work because it doesn't support OpenXR or Vulkan.
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- Oculus Quest devices can use camera passthrough.
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+- Magic Leap 2 is supported (but make sure you use the `x86_64` APK instead of `arm64`).
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+- HoloLens does not work because it doesn't support Vulkan.
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+- Apple Vision Pro does not work, because it doesn't support OpenXR or Vulkan.
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- SteamVR devices can use Room View 3D.
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See `lovr.headset.getPassthrough` and `lovr.headset.setPassthrough` for managing how virtual content
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