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I only released the first test version a week ago and it's relying on the beta of godot as well as a patched export template to support hand tracking, that's why I haven't released it yet. There is currently development going on to integrate the necessary changes into the godot_oculus_mobile plugin and into Godot itself to support that. Once it can be run without patching several different components I will add the source. Or if too many people ask and giving that explanation becomes more work than actually supporting them to get it running before everything works out of the box :)



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