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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-04-28 16:02:58 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-28 16:02:58 +0200 |
commit | 4ea73633047e5b52dee38ffe0b958f60e859d5b7 (patch) | |
tree | 73deb036c2e616c5c5752c7f2e135f3e0d60552a /modules | |
parent | f879a08a621b153c216453b97e2bf48c8ac296d6 (diff) | |
parent | b77925d24624599c8db319d602b6c1d2e3071ff9 (diff) |
Merge pull request #48268 from dsnopek/issue-48178
Fixes #48178: WebXR broken when built with Emscripten 2.0.13 or later
Diffstat (limited to 'modules')
-rw-r--r-- | modules/webxr/native/library_godot_webxr.js | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/modules/webxr/native/library_godot_webxr.js b/modules/webxr/native/library_godot_webxr.js index 8e9ef8a73c..6e19a8ac6e 100644 --- a/modules/webxr/native/library_godot_webxr.js +++ b/modules/webxr/native/library_godot_webxr.js @@ -71,10 +71,8 @@ const GodotWebXR = { // enabled or disabled. When using the WebXR API Emulator, this // gets picked up automatically, however, in the Oculus Browser // on the Quest, we need to pause and resume the main loop. - Browser.pauseAsyncCallbacks(); Browser.mainLoop.pause(); window.setTimeout(function () { - Browser.resumeAsyncCallbacks(); Browser.mainLoop.resume(); }, 0); }, |