diff --git a/tutorials/xr/deploying_to_android.rst b/tutorials/xr/deploying_to_android.rst index 3b3f9a33b..289c2a463 100644 --- a/tutorials/xr/deploying_to_android.rst +++ b/tutorials/xr/deploying_to_android.rst @@ -11,11 +11,14 @@ Before following the OpenXR-specific instructions here, you'll need to first set - Installing OpenJDK 17 - Installing Android Studio -- Creating a debug.keystore -- Configuring the location of the Android SDK and debug.keystore in Godot +- Configuring the location of the Android SDK in Godot See :ref:`doc_exporting_for_android` for the full details, and return here when you've finished these steps. +.. warning:: + While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks. + It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices. + Gradle Android build -------------------- @@ -36,38 +39,18 @@ You can read more about gradle builds here: :ref:`doc_android_gradle_build`. Installing the vendors plugin ----------------------------- -.. warning:: - 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 vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" and install the plugin: +The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" +and install the one named "Godot OpenXR Vendors plugin for Godot 4.3". .. image:: img/openxr_loader_asset_lib.webp -You will find the installed files inside the **addons** folder. - -Alternatively you can manually install the vendors plugin by downloading the v2.x version of the plugin `from the release page here `__. - -You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `addons` folder. +You will find the installed files inside the **addons** folder. Alternatively you +can manually install the vendors plugin by downloading it `from the release page here `__. +You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip +file into your projects `addons` folder. You can find the main repository of the vendors plugin `here `__. -Enabling the vendors plugin ---------------------------- - -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 **GodotOpenXRVendors** plugin. - -.. image:: img/xr_enable_vendors_plugin.webp - -.. note:: - This is no longer required from vendors plugin 2.0.3 onwards as it now uses GDExtension. - The plugin will not be shown in this list. - You can verify it is installed correctly by checking if the export presets contain - the entries described below. - Creating the export presets --------------------------- You will need to setup a separate export preset for each device, as each device will need its own loader included. @@ -78,28 +61,17 @@ Next change the name of the export preset for the device you're setting this up And enable **Use Gradle Build**. If you want to use one-click deploy (described below), ensure that **Runnable** is enabled. -If the vendors plugins were installed correctly you should find entries for the different headsets, select the entry for meta: +If the vendors plugins were installed correctly you should find entries for the +different headsets under **XR Features**. Change the **XR Mode** to **OpenXR**, then +select the entry for your headset if you see one. If you don't see one enable the +Khronos plugin. .. image:: img/android_meta_quest.webp -Also change the **XR Mode** to **OpenXR**. - -Scroll to the bottom of the list and you'll find additional XR feature sections, currently only **Meta XR Features** is available. -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. - -.. image:: img/xr_export_features.webp - -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 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:: - While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks. - It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices. +Scroll to the bottom of the list and you'll find additional XR feature sections, +currently only **Meta XR Features**, **Pico XR Features**, **Magicleap XR Features** +and **Khronos XR Features** for HTC are available. You will need to select the +appropriate settings if you wish to use these features. 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