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-rw-r--r--modules/webxr/native/library_godot_webxr.js8
1 files changed, 3 insertions, 5 deletions
diff --git a/modules/webxr/native/library_godot_webxr.js b/modules/webxr/native/library_godot_webxr.js
index 8e9ef8a73c..c4b21defce 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);
},
@@ -408,9 +406,9 @@ const GodotWebXR = {
return GodotWebXR.pose.views.length;
},
- godot_webxr_get_render_targetsize__proxy: 'sync',
- godot_webxr_get_render_targetsize__sig: 'i',
- godot_webxr_get_render_targetsize: function () {
+ godot_webxr_get_render_target_size__proxy: 'sync',
+ godot_webxr_get_render_target_size__sig: 'i',
+ godot_webxr_get_render_target_size: function () {
if (!GodotWebXR.session || !GodotWebXR.pose) {
return 0;
}