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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-04-28 16:02:58 +0200
committerGitHub <noreply@github.com>2021-04-28 16:02:58 +0200
commit4ea73633047e5b52dee38ffe0b958f60e859d5b7 (patch)
tree73deb036c2e616c5c5752c7f2e135f3e0d60552a /modules
parentf879a08a621b153c216453b97e2bf48c8ac296d6 (diff)
parentb77925d24624599c8db319d602b6c1d2e3071ff9 (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.js2
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);
},