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@@ -11,11 +11,14 @@ Before following the OpenXR-specific instructions here, you'll need to first set
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- Installing OpenJDK 17
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- Installing Android Studio
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-- Creating a debug.keystore
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-- Configuring the location of the Android SDK and debug.keystore in Godot
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+- Configuring the location of the Android SDK in Godot
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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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+ 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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+
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Gradle Android build
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--------------------
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@@ -36,38 +39,18 @@ You can read more about gradle builds here: :ref:`doc_android_gradle_build`.
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Installing the vendors plugin
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-----------------------------
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-.. warning::
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- The Android plugin structure has been restructured in Godot 4.2, and the loader plugin was renamed to vendors plugin as it now includes more than just loaders.
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- If you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
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-
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-The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" and install the plugin:
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+The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors"
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+and install the one named "Godot OpenXR Vendors plugin for Godot 4.3".
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.. image:: img/openxr_loader_asset_lib.webp
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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 vendors plugin by downloading the v2.x version of the plugin `from the release page here <https://github.com/GodotVR/godot_openxr_vendors/releases>`__.
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-
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-You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `addons` folder.
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+You will find the installed files inside the **addons** folder. Alternatively you
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+can manually install the vendors plugin by downloading it `from the release page here <https://github.com/GodotVR/godot_openxr_vendors/releases>`__.
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+You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip
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+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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-Enabling the vendors plugin
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----------------------------
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-
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-The vendors plugin needs to be enabled before the export settings become accessible.
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-Open **Project** and select **Project Settings...**.
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-Go to the **Plugins** tab.
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-Enable the **GodotOpenXRVendors** plugin.
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-
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-.. image:: img/xr_enable_vendors_plugin.webp
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-
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-.. note::
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- This is no longer required from vendors plugin 2.0.3 onwards as it now uses GDExtension.
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- The plugin will not be shown in this list.
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- You can verify it is installed correctly by checking if the export presets contain
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- the entries described below.
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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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@@ -78,28 +61,17 @@ Next change the name of the export preset for the device you're setting this up
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And enable **Use Gradle Build**.
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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 different headsets, select the entry for meta:
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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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.. image:: img/android_meta_quest.webp
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-Also change the **XR Mode** to **OpenXR**.
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-
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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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-
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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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-
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-.. note::
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- There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets.
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-
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- The fourth option is the official Khronos loader, in due time all headsets should work with this loader.
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- At the moment this loader has been tested with the Magic Leap 2 and standalone HTC headsets.
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-
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-.. warning::
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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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+Scroll to the bottom of the list and you'll find additional XR feature sections,
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+currently only **Meta XR Features**, **Pico XR Features**, **Magicleap XR Features**
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+and **Khronos XR Features** for HTC are available. You will need to select the
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+appropriate settings if you wish to use these features.
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Running on your device from the Godot editor
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--------------------------------------------
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