Change XR Android export to mention OpenXR vendors plugin

This commit is contained in:
Bastiaan Olij
2023-10-31 23:24:55 +11:00
parent 67380df783
commit 2be7e4df73
3 changed files with 16 additions and 15 deletions
+16 -15
View File
@@ -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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