Merge pull request #7957 from BastiaanOlij/openxr_enable_loaders

OpenXR : Add step to enable the loader plugin
This commit is contained in:
Max Hilbrunner
2023-09-20 02:42:57 +02:00
committed by GitHub
2 changed files with 12 additions and 2 deletions

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@@ -33,8 +33,8 @@ This will create a folder called **android** inside of your project that contain
You can read more about custom builds here: :ref:`doc_android_custom_build`.
Installing the loader plugins
-----------------------------
Installing the loader 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.
@@ -52,6 +52,16 @@ You will need to copy the `assets/addons/godotopenxr` folder from the zip file i
You can find the main repository of the loader plugin `here <https://github.com/GodotVR/godot_openxr_loaders>`__.
Enabling the loader plugin
--------------------------
The loader 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.
.. image:: img/xr_enable_loader_plugin.webp
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.

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