Thanks for all your comments.
Regarding the inclusion in Blender and licensing issues, this is exactly why we (had to) choose this way of implementing it as a separate library from Blender and why we DON’T put the BlenderXR files into the Blender binary folder ourselves but ask users to do that themselves:
- we avoid GPL troubles by keeping a layer between Blender and the respective device APIs
- we make it clear that BlenderXR (the library to use VR headsets) is just a temporary solution until OpenXR will be available.
- The user interface itself is in the Blender code, fully device independent and under GLP
It would even be possible to accept the user interface changes into Blender without accepting BlenderXR: just disable loading the library. Then the VR UI would be “dead code” until OpenXR would become available. But of course that’s not my decision to make.