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@@ -16,6 +16,7 @@ Before following the OpenXR-specific instructions here, you'll need to first set
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See :ref:`doc_exporting_for_android` for the full details, and return here when you've finished these steps.
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.. warning::
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+
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While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
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It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
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@@ -23,6 +24,7 @@ Gradle Android build
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--------------------
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.. note::
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+
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Official support for the Android platform wasn't added to the OpenXR specification initially resulting in various vendors creating custom loaders to make OpenXR available on their headsets.
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While the long term expectation is that all vendors will adopt the official OpenXR loader, for now these loaders need to be added to your project.
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@@ -51,6 +53,13 @@ file into your projects `addons` folder.
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You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
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+.. note::
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+
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+ From Godot 4.6 onwards, the vendor plugin is now an optional but recommended plugin.
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+ Godot can export directly to most Android-compatible devices.
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+ This can be useful for demonstration and tutorial projects where a single APK can be deployed to multiple devices.
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+ The vendor plugin unlocks vendor specific implementations and settings, and may be required to release on app stores.
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+
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Creating the export presets
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---------------------------
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You will need to setup a separate export preset for each device, as each device will need its own loader included.
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@@ -59,12 +68,12 @@ Open **Project** and select **Export..**.
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Click on **Add..** and select **Android**.
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Next change the name of the export preset for the device you're setting this up for, say **Meta Quest**.
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And enable **Use Gradle Build**.
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+Next change the **XR Mode** to **OpenXR**.
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If you want to use one-click deploy (described below), ensure that **Runnable** is enabled.
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-If the vendors plugins were installed correctly you should find entries for the
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-different headsets under **XR Features**. Change the **XR Mode** to **OpenXR**, then
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-select the entry for your headset if you see one. If you don't see one enable the
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-Khronos plugin.
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+If you've installed the vendor plugin you will also find entries for the different headsets under **XR Features**.
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+Select the entry for your headset, if you see one.
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+Otherwise, enable the Khronos plugin.
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.. image:: img/android_meta_quest.webp
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