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@@ -5,7 +5,7 @@ Deploying to Android
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Setup
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Setup
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------------
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------------
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-Most mobile headsets run on Android and OpenXR support is making its way to these platforms.
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+Most standalone headsets run on Android and OpenXR support is making its way to these platforms.
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Before following the OpenXR-specific instructions here, you'll need to first setup your system to export to Android in general, including:
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Before following the OpenXR-specific instructions here, you'll need to first setup your system to export to Android in general, including:
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@@ -35,12 +35,20 @@ You can read more about custom builds here: :ref:`doc_android_custom_build`.
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Installing the loader plugins
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Installing the loader plugins
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-----------------------------
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-----------------------------
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+
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+.. warning::
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+ The Android plugin structure has been restructured in Godot 4.2, if you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
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+ The loader plugin available in the asset library is still the old one, it will be updated to the new one after 4.2 is released.
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+
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The loaders can be downloaded from the asset library, search for OpenXR Loaders and install the plugin:
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The loaders can be downloaded from the asset library, search for OpenXR Loaders and install the plugin:
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.. image:: img/openxr_loader_asset_lib.webp
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.. image:: img/openxr_loader_asset_lib.webp
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-You will find the installed files inside the **android** folder.
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-There is a subfolder called **plugins** containing the new files.
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+You will find the installed files inside the **addons** folder.
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+
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+Alternatively you can manually install the loader plugin by downloading the v2.x version of the plugin `from the release page here <https://github.com/GodotVR/godot_openxr_loaders/releases>`__.
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+
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+You will need to copy the `assets/addons/godotopenxr` folder from the zip file into your projects `assets/addons` folder.
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You can find the main repository of the loader plugin `here <https://github.com/GodotVR/godot_openxr_loaders>`__.
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You can find the main repository of the loader plugin `here <https://github.com/GodotVR/godot_openxr_loaders>`__.
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@@ -58,14 +66,13 @@ If the loader plugins were installed correctly you should find entries for the d
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.. image:: img/android_meta_quest.webp
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.. image:: img/android_meta_quest.webp
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+Also change the **XR Mode** to **OpenXR**.
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-Scroll further down the list until you find the **XR Features** section.
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-Change the **XR Mode** to **OpenXR**.
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+Scroll to the bottom of the list and you'll find additional XR feature sections, currently only **Meta XR Features** is available.
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The hand tracking and passthrough settings here currently only work for the Meta Quest and you will need to select the appropriate settings if you wish to use these features.
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The hand tracking and passthrough settings here currently only work for the Meta Quest and you will need to select the appropriate settings if you wish to use these features.
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.. image:: img/xr_export_features.webp
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.. image:: img/xr_export_features.webp
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-
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Now you can repeat the same process for the other devices.
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Now you can repeat the same process for the other devices.
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.. note::
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.. note::
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