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Change XR Android export to mention OpenXR vendors plugin

Bastiaan Olij vor 1 Jahr
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2be7e4df73

+ 16 - 15
tutorials/xr/deploying_to_android.rst

@@ -9,7 +9,7 @@ Most standalone headsets run on Android and OpenXR support is making its way to
 
 Before following the OpenXR-specific instructions here, you'll need to first setup your system to export to Android in general, including:
 
-- Installing OpenJDK 11
+- Installing OpenJDK 17
 - Installing Android Studio
 - Creating a debug.keystore
 - Configuring the location of the Android SDK and debug.keystore in Godot
@@ -33,34 +33,35 @@ This will create a folder called **android** inside of your project that contain
 
 You can read more about gradle builds here: :ref:`doc_android_gradle_build`.
 
-Installing the loader plugin
-----------------------------
+Installing the vendors plugin
+-----------------------------
 
 .. warning::
-    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.
-    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.
+    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.
+    If you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
+    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.
 
-The loaders can be downloaded from the asset library, search for OpenXR Loaders and install the plugin:
+The vendors plugin can be downloaded from the asset library, search for OpenXR and install the plugin:
 
 .. image:: img/openxr_loader_asset_lib.webp
 
 You will find the installed files inside the **addons** folder.
 
-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>`__.
+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>`__.
 
-You will need to copy the `assets/addons/godotopenxr` folder from the zip file into your projects `assets/addons` folder.
+You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `assets/addons` folder.
 
-You can find the main repository of the loader plugin `here <https://github.com/GodotVR/godot_openxr_loaders>`__.
+You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
 
-Enabling the loader plugin
---------------------------
+Enabling the vendors plugin
+---------------------------
 
-The loader plugin needs to be enabled before the export settings become accessible.
+The vendors plugin needs to be enabled before the export settings become accessible.
 Open **Project** and select **Project Settings...**.
 Go to the **Plugins** tab.
-Enable the **GodotOpenXR** plugin.
+Enable the **GodotOpenXRVendors** plugin.
 
-.. image:: img/xr_enable_loader_plugin.webp
+.. image:: img/xr_enable_vendors_plugin.webp
 
 Creating the export presets
 ---------------------------
@@ -88,7 +89,7 @@ Now you can repeat the same process for the other devices.
 .. note::
     There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets.
 
-    The fourth option is the official Khronos (KHR) loader, in due time all headsets should work with this loader.
+    The fourth option is the official Khronos loader, in due time all headsets should work with this loader.
     At the moment this loader has been tested with the Magic Leap 2 and standalone HTC headsets.
 
 .. warning::

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tutorials/xr/img/xr_enable_loader_plugin.webp


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tutorials/xr/img/xr_enable_vendors_plugin.webp