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200 Hz should be sufficient, as XR displays generally don't exceed 120 Hz. |
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We have some ANR's reported to Google Play with this call stack:
The first thing I did was look for a way to disable monitoring sensors, didn't find one, so just commented out the code. |
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I could not find any settings to disable the sensors (to save battery and CPU).
Normal apps and games will rarely use the sensor data.
There are other sensors, e.g.
TYPE_LIGHT
, which many smartphones should have. I think this sensor could also be used creatively in an app or game.https://developer.android.com/guide/topics/sensors/sensors_overview
https://github.com/godotengine/godot/blob/master/platform/android/java/lib/src/org/godotengine/godot/Godot.kt#L91
https://github.com/godotengine/godot/blob/master/platform/android/java/lib/src/org/godotengine/godot/Godot.kt#L496
Sensor Rate-Limiting
https://developer.android.com/guide/topics/sensors/sensors_overview#sensors-rate-limiting
android.permission.HIGH_SAMPLING_RATE_SENSORS
Is the limitation still sufficient for XR apps?
In the 'Android Export' dialog could not find this permission yet.
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