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@@ -7,39 +7,39 @@ Introduction
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------------
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------------
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This tutorial goes over how to get started developing for the
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This tutorial goes over how to get started developing for the
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-Oculus Quest with an official plugin.
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+*Oculus Quest* with an official Godot plugin.
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-Before getting started there are two things you need to do.
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+Before starting, there are two things you need to do:
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First you need to go through the steps on the :ref:`doc_exporting_for_android`
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First you need to go through the steps on the :ref:`doc_exporting_for_android`
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page. This leads you through installing the toolset that Godot
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page. This leads you through installing the toolset that Godot
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needs to export to Android devices.
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needs to export to Android devices.
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-Next you need the Quest Plugin. You can download it from the Asset
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-Library or manually download it from `here <https://github.com/GodotVR/godot-oculus-mobile-asset>`_.
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+Next you need the Quest plugin. You can get it from the Asset
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+Library or manually download it from `here <https://github.com/GodotVR/godot-oculus-mobile-asset>`__.
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Setting Up Godot
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Setting Up Godot
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----------------
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----------------
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-To get started Open up Godot and create a new project
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+To get started open Godot and create a new project.
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.. image:: img/quest_new_project.png
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.. image:: img/quest_new_project.png
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-Make sure to chose the GLES2 renderer. Due to optimisations in the
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+Make sure to choose the ``GLES2`` renderer. Due to the
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Quest's GPU this backend is far better suited for the Quest.
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Quest's GPU this backend is far better suited for the Quest.
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Copy the addons folder from the Oculus Mobile asset into your Godot
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Copy the addons folder from the Oculus Mobile asset into your Godot
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-project. Your project tree should looks something like this:
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+project. Your project tree should look similar to this:
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.. image:: img/quest_project_tree.png
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.. image:: img/quest_project_tree.png
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-Now you can start building the main scene, stick to the bare minimum.
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+Now you can start building the main scene:
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-- Add an ARVROrigin node first.
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-- Then Add three child nodes to the origin node, one ARVRCamera and two ARVRControllers.
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-- Assign controller id 1 to the first ARVRController and rename that to LeftHand.
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-- Assign controller id 2 to the second ARVRController and rename that to RightHand.
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-- Finally add a MeshInstance as a child node to our first ARVRController and create a box shape, resize the box so each side is set to 0.1. Now duplicate the MeshInstance and move it to the second ARVRController node. These will stand in for our controllers, we're keeping things really simple.
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+- Add an :ref:`ARVROrigin <class_ARVROrigin>` node first.
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+- Then add three child nodes to the origin node, one :ref:`ARVRCamera <class_ARVRCamera>` and two :ref:`ARVRController <class_ARVRController>` nodes.
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+- Assign controller ID 1 to the first :ref:`ARVRController <class_ARVRController>` and rename that to ``LeftHand``.
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+- Assign controller ID 2 to the second :ref:`ARVRController <class_ARVRController>` and rename that to ``RightHand``.
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+- Finally add a :ref:`MeshInstance <class_MeshInstance>` as a child node to our first :ref:`ARVRController <class_ARVRController>` and create a box shape, resize the box so each side is set to 0.1. Now duplicate the :ref:`MeshInstance <class_MeshInstance>` and move it to the second :ref:`ARVRController <class_ARVRController>` node. These will stand in for our controllers.
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.. image:: img/quest_scene_tree.png
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.. image:: img/quest_scene_tree.png
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@@ -76,7 +76,7 @@ more things.
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First go into the project settings and make sure that the main scene
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First go into the project settings and make sure that the main scene
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is the scene we run. Godot does not ask you to set this on export.
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is the scene we run. Godot does not ask you to set this on export.
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-..image:: img/quest_project_settings.png
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+.. image:: img/quest_project_settings.png
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Then go into the export menu and configure a new Android export. if
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Then go into the export menu and configure a new Android export. if
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you still haven't gone through the :ref:`doc_exporting_for_android`
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you still haven't gone through the :ref:`doc_exporting_for_android`
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@@ -84,10 +84,10 @@ page do it now. If you didn't you'll have some red messages on this
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screen.
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screen.
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If you did you can forge ahead and make a few small changes to the
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If you did you can forge ahead and make a few small changes to the
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-export settings. First change the XR Mode to "Oculus Mobile VR".
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-Then change the Degrees of Freedom mode to "6DOF".
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+export settings. First change the XR Mode to ``Oculus Mobile VR``.
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+Then change the Degrees of Freedom mode to ``6DOF``.
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-..image:: img/quest_export_settings.png
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+.. image:: img/quest_export_settings.png
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Now save and close the export window.
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Now save and close the export window.
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@@ -122,6 +122,6 @@ it's not very exciting. Holger Dammertz has made a great toolkit for the
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quest that contains a lot of scenes to get help you on your way including
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quest that contains a lot of scenes to get help you on your way including
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really nice controller meshes.
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really nice controller meshes.
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-You can find the toolkit `here <https://github.com/NeoSpark314/godot_oculus_quest_toolkit>`_.
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+You can find the toolkit `here <https://github.com/NeoSpark314/godot_oculus_quest_toolkit>`__.
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-If you want to help out with improving the plugin please join us `here <https://github.com/GodotVR/godot_oculus_mobile>`_.
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+If you want to help out with improving the plugin please join us `here <https://github.com/GodotVR/godot_oculus_mobile>`__.
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