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@@ -11,13 +11,13 @@ develop a traditional 3D desktop application.
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Keep in mind that LÖVR is primarily designed for creating VR experiences, which have their own
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design considerations. This means that LÖVR does not prioritize features common in other
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-desktop-focused game engines like advanced control over the desktop window, mouse input, joystick
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-support, touchscreens, etc.
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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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> Is there any way to access keyboard/mouse input?
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-Yes, there are `lovr.keypressed`, `lovr.keyreleased`, and `lovr.textinput` callbacks. For mouse
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-input, see `lovr-mouse` on the <a data-key="Libraries">Libraries</a> page.
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+Yes, `lovr.system` has functions for keyboard and mouse input, and there are input events like
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+`lovr.keypressed`, `lovr.mousemoved`, etc.
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> How is this project related to LÖVE?
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@@ -25,7 +25,14 @@ LÖVR is heavily inspired by LÖVE and has a similar Lua API, but the 2 projects
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> Does LÖVR support AR?
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-LÖVR does not currently support Magic Leap, HoloLens, or "magic window" style AR on phones. There
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-are some ways to experiment with AR on LÖVR using passthrough devices like the North Star or
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-SteamVR's Room View 3D. LÖVR's direction is guided by the community, and as more AR hardware comes
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-out there will likely be future demand and development on AR support.
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+LÖVR should work on any AR headset that supports OpenXR and Vulkan. More details:
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+
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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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+- SteamVR devices can use Room View 3D.
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+
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+See `lovr.headset.getPassthroughMode` and `lovr.headset.setPassthroughMode` for managing how virtual
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+content blends with the real world.
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