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@@ -9,7 +9,7 @@ Most standalone headsets run on Android and OpenXR support is making its way to
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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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-- Installing OpenJDK 11
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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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@@ -33,34 +33,35 @@ This will create a folder called **android** inside of your project that contain
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You can read more about gradle builds here: :ref:`doc_android_gradle_build`.
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-Installing the loader plugin
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-----------------------------
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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, 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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+ 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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+ The loader plugin available in the asset library is still the old one, it will be updated to the new vendor plugin after 4.2 is released.
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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 vendors plugin can be downloaded from the asset library, search for OpenXR and install the plugin:
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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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-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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+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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-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 will need to copy the `assets/addons/godotopenxrvendors` 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 vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
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-Enabling the loader plugin
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---------------------------
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+Enabling the vendors plugin
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+---------------------------
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-The loader plugin needs to be enabled before the export settings become accessible.
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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 **GodotOpenXR** plugin.
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+Enable the **GodotOpenXRVendors** plugin.
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-.. image:: img/xr_enable_loader_plugin.webp
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+.. image:: img/xr_enable_vendors_plugin.webp
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Creating the export presets
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---------------------------
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@@ -88,7 +89,7 @@ Now you can repeat the same process for the other devices.
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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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- The fourth option is the official Khronos (KHR) loader, in due time all headsets should work with this loader.
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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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.. warning::
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