@godotengine I was more okay with Microsoft funding the C# development, which kinda made sense to me. A fast programming language anyone can use (even if it apparently runs best on winblows).
What you built here looks incredibly useful and impactful for developers, who specifically own a headset by one of the biggest companies. As you can tell by my comment, and others comments, we don't like this approach at all, especially for a FOSS program, which should focus on its freedom and usability.
Dear Godot Team, you can turn this into something beautiful. I don't know how much work this would be, but expanding this application to the pcvr space would make this a useful tool for almost every XR developer! Something where no one sees downsides and everyone gets to have a piece of the XR Godot Editor pie, as long as they bring their own plate (or headset in this case).
I really hope that this is the future goal here, and that the work with Meta her was used more as a starting point and less of a destination.
@smorty @godotengine there is nothing inherently Meta that has been added to the Godot source.
It's just that HorizonOS is the first to offer a feature set that makes this approach viable, I'm sure others will follow in their footsteps soon.
Metas support has been instrumental in bringing XR support in Godot forward in a way that benefits all platforms.
It really saddens me how critical people are of them while they have done so much for Open Source and Open Standards.