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Merge pull request #7884 from m4gr3d/update_android_plugin_tutorial
Update the Android documentation for Godot 4.2
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@@ -16,22 +16,22 @@ Before following the OpenXR-specific instructions here, you'll need to first set
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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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Custom Android build
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Gradle Android build
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--------------------
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.. note::
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Official support for the Android platform wasn't added to the OpenXR specification initially resulting in various vendors creating custom loaders to make OpenXR available on their headsets.
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While the long term expectation is that all vendors will adopt the official OpenXR loader, for now these loaders need to be added to your project.
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In order to include the vendor-specific OpenXR loader into your project, you will need to setup a custom Android build.
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In order to include the vendor-specific OpenXR loader into your project, you will need to setup a gradle Android build.
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Select **Install Android Build Template...** from the **Project** menu:
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.. image:: img/android_custom_build.webp
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.. image:: img/android_gradle_build.webp
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This will create a folder called **android** inside of your project that contains all the runtime files needed on Android. You can now customize this installation. Godot won't show this in the editor but you can find it with a file browser.
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You can read more about custom builds here: :ref:`doc_android_custom_build`.
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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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Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 5.5 KiB |
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