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Add an about page for the Godot XR Editor
This commit is contained in:
committed by
Fredia Huya-Kouadio
parent
f8796c21ad
commit
663787334c
@@ -27,6 +27,19 @@ in other sections where appropriate. For example, the :ref:`animation editor
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default_key_mapping
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customizing_editor
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XR editor
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---------
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Godot offers a port of the editor designed to run natively on Meta Quest devices.
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The port can be downloaded from the `Meta Horizon Store <https://www.meta.com/experiences/godot-game-engine/7713660705416473/>`__,
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or from the `Godot download page <https://godotengine.org/download/preview/>`__.
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.. toctree::
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:maxdepth: 1
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:name: toc-xr-editor
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using_the_xr_editor
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Android editor
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--------------
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@@ -3,14 +3,15 @@
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Using the Android editor
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========================
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In 2023, `we added <https://godotengine.org/article/android_godot_editor_play_store_beta_release/>`__
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an `Android port of the editor <https://godotengine.org/download/android/>`__
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that can be used to work on new or existing projects on Android devices.
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In 2023, we added an `Android port of the editor <https://godotengine.org/article/android_godot_editor_play_store_beta_release/>`__
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that can be used to create, develop, and export 2D and 3D projects on Android devices.
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The app can be downloaded from the `Godot download page <https://godotengine.org/download/android/>`__
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or from the `Google Play Store <https://play.google.com/store/apps/details?id=org.godotengine.editor.v4>`__.
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.. note::
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The Android editor is in early access, while we continue to refine the experience,
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and bring it up to parity with the Desktop version of the editor. See :ref:`doc_using_the_android_editor_limitations` below.
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The Android editor is in early access, while we continue to refine the experience. See :ref:`doc_using_the_android_editor_limitations` below.
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Android devices support
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-----------------------
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@@ -21,31 +22,64 @@ The Android editor requires devices running Android 5 Lollipop or higher, with a
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- Android-powered netbooks
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- Chromebooks supporting Android apps
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Runtime Permissions
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-------------------
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- `All files access permission <https://developer.android.com/training/data-storage/manage-all-files#all-files-access>`__:
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Enables the editor to create, import, and read project files from any file locations on the device.
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Without this permission, the editor is still functional, but has limited access to the device's files and directories.
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- `REQUEST_INSTALL_PACKAGES <https://developer.android.com/reference/android/Manifest.permission#REQUEST_INSTALL_PACKAGES>`__: Enables the editor to install exported project APKs.
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- `RECORD_AUDIO <https://developer.android.com/reference/android/Manifest.permission#RECORD_AUDIO>`__: Requested when the `audio/driver/enable_input <https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-audio-driver-enable-input>`__ project setting is enabled.
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Tips & Tricks
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-------------
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**Input**
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- For the best experience and high level of productivity, connecting a bluetooth keyboard & mouse is recommended to interact with the Android editor.
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The Android editor supports all of the `usual shortcuts and key mappings <https://docs.godotengine.org/en/stable/tutorials/editor/default_key_mapping.html>`__.
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- When interacting with keyboard & mouse, you can decrease the size of the scrollbar using the `interface/touchscreen/increase_scrollbar_touch_area <https://docs.godotengine.org/en/stable/classes/class_editorsettings.html#class-editorsettings-property-interface-touchscreen-increase-scrollbar-touch-area>`__ editor setting.
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- For 2D projects, the `block coding plugin <https://godotengine.org/asset-library/asset/3095>`__ can provide a block-based visual alternative to composing scripts when lacking a connected hardware keyboard.
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**Multi-tasking**
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- On smaller devices, enabling and using picture-in-picture (PiP) mode provides the ability to easily transition between the *Editor* and the *Play window*.
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- PiP can be enabled via the `run/window_placement/play_window_pip_mode <https://docs.godotengine.org/en/latest/classes/class_editorsettings.html#class-editorsettings-property-run-window-placement-play-window-pip-mode>`__ editor setting.
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- The `run/window_placement/android_window <https://docs.godotengine.org/en/latest/classes/class_editorsettings.html#class-editorsettings-property-run-window-placement-android-window>`__ editor setting can be used to specify whether the *Play* window should always launch in PiP mode.
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- **Note:** In PiP mode, the *Play* window does not have input access.
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**Projects sync**
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- Syncing projects via Git can be done by downloading an Android Git client.
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We recommend the `Termux terminal <https://termux.dev/en/>`__, an Android terminal emulator which provides access to common terminal utilities such Git and SSH.
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- **Note:** To use Git with the Termux terminal, you'll need to grant *WRITE* permission to the terminal.
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This can be done by `running the following command <https://wiki.termux.com/wiki/Termux-setup-storage>`__ from within the terminal: ``termux-setup-storage``
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**Plugins**
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- GDExtension plugins work as expected, but require the plugin developer to provide native Android binaries.
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.. _doc_using_the_android_editor_limitations:
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Required Permissions
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--------------------
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The Android editor requires the `All files access permission <https://developer.android.com/training/data-storage/manage-all-files#all-files-access>`__.
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The permission allows the editor to create / import / read project files from any file locations on the device.
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Without the permission, the editor is still functional, but has limited access to the device's files and directories.
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Limitations & known issues
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--------------------------
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Here are the known limitations and issues of the Android editor:
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- No C#/Mono support
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- No support for external script editors
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- While available, the *Vulkan Forward+* renderer is not recommended due to severe performance issues
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- No support for building and exporting an Android APK binary.
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As a workaround, you can generate and export a `Godot PCK or ZIP file <https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html#pck-versus-zip-pack-file-formats>`__
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- No support for building and exporting binaries for other platforms
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- UX not optimized for Android phones form-factor
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- No gradle build support.
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- No support for Android plugins as they require gradle build support. GDExtensions plugins are supported.
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- No C#/Mono support.
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- No support for external script editors.
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- While available, the *Vulkan Forward+* renderer is not recommended due to severe performance issues.
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- UX not optimized for Android phones form-factor.
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- `Android Go devices <https://developer.android.com/guide/topics/androidgo>`__ lacks
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the *All files access* permission required for device read/write access.
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As a workaround, when using an Android Go device, it's recommended to create new projects only in the Android *Documents* or *Downloads* directories.
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- The editor doesn't properly resume when *Don't keep activities* is enabled in the *Developer Options*
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- The editor doesn't properly resume when *Don't keep activities* is enabled in the *Developer Options*.
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- There is a `bug <https://github.com/godotengine/godot/issues/70751>`__ with the Samsung keyboard that causes random input to be inserted when writing scripts.
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It's recommended to use the `Google keyboard (Gboard) <https://play.google.com/store/apps/details?id=com.google.android.inputmethod.latin>`__ instead.
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.. seealso::
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90
tutorials/editor/using_the_xr_editor.rst
Normal file
90
tutorials/editor/using_the_xr_editor.rst
Normal file
@@ -0,0 +1,90 @@
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.. _doc_using_the_xr_editor:
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Using the XR editor
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===================
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In 2024, we introduced the `Godot XR editor <https://godotengine.org/article/godot-editor-horizon-store-early-access-release/>`__,
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a version of the Godot editor **designed to run natively on XR devices**, enabling the creation,
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development and export of 2D, 3D, and **XR** apps and games directly on device.
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The app can be downloaded from the `Meta Horizon Store <https://www.meta.com/experiences/godot-game-engine/7713660705416473/>`__,
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or from the `Godot download page <https://godotengine.org/download/preview/>`__.
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.. note::
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The XR editor is in early access, while we continue to refine the experience. See :ref:`doc_using_the_xr_editor_limitations` below.
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XR devices support
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------------------
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For now, the Godot XR editor is only available for the following `Meta Quest <https://www.meta.com/quest/>`__
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devices running **Meta Horizon OS v69 or higher**:
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- Meta Quest 3
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- Meta Quest 3s
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- Meta Quest Pro
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.. note::
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We are working to add support for more XR devices, including PCVR devices.
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Runtime Permissions
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-------------------
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- `All files access permission <https://developer.android.com/training/data-storage/manage-all-files#all-files-access>`__:
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Enables the editor to create, import, and read project files from any file locations on the device.
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Without this permission, the editor is still functional, but has limited access to the device's files and directories.
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- `REQUEST_INSTALL_PACKAGES <https://developer.android.com/reference/android/Manifest.permission#REQUEST_INSTALL_PACKAGES>`__: Enables the editor to install exported project APKs.
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- `RECORD_AUDIO <https://developer.android.com/reference/android/Manifest.permission#RECORD_AUDIO>`__: Requested when the `audio/driver/enable_input <https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-audio-driver-enable-input>`__ project setting is enabled.
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- `USE_SCENE <https://developers.meta.com/horizon/documentation/native/native-spatial-data-perm/>`__: Required to enable and access the scene APIs when running an XR project.
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Tips & Tricks
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-------------
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**Input**
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- For the best experience and high level of productivity, connecting a bluetooth keyboard & mouse is recommended to interact with the XR editor.
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The XR editor supports all of the `usual shortcuts and key mappings <https://docs.godotengine.org/en/stable/tutorials/editor/default_key_mapping.html>`__.
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- When interacting with tracked controllers or tracked hands, you can toggle on the
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`interface/touchscreen/enable_long_press_as_right_click <https://docs.godotengine.org/en/stable/classes/class_editorsettings.html#class-editorsettings-property-interface-touchscreen-enable-long-press-as-right-click>`__ editor setting to enable right-click by long press.
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- When interacting with tracked controllers or tracked hands, you can increase the size of the scrollbar using the
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`interface/touchscreen/increase_scrollbar_touch_area <https://docs.godotengine.org/en/stable/classes/class_editorsettings.html#class-editorsettings-property-interface-touchscreen-increase-scrollbar-touch-area>`__ editor setting.
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**Multi-tasking**
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- `Theater View <https://www.meta.com/blog/quest/meta-quest-v67-update-new-window-layout-creator-content-horizon-feed/>`__ can be used to fullscreen the *Editor window*.
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- Enable `Seamless Multitasking <https://www.uploadvr.com/seamless-multitasking-experimental-quest/>`__, available in the Quest *Experimental Settings*,
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to enable the ability to quickly transition between a running XR project and the *Editor window*.
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- When developing a non-XR project, the Godot editor app icon will provide the ability to switch between the *Editor window* and the *Play window* when the latter is active, using Quest's *App menu* feature.
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- When developing and running an XR project, you can bring back the *Editor window* by:
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- Pressing on the *Meta* button to invoke the menu bar
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- Clicking on the Godot editor app icon to summon the *App menu*, and select the *Editor window* tile.
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**Projects sync**
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- Syncing projects via Git can be done by downloading an Android Git client. We recommend the `Termux terminal <https://termux.dev/en/>`__,
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an Android terminal emulator which provides access to common terminal utilities such Git and SSH.
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- **Note:** To use Git with the Termux terminal, you'll need to grant *WRITE* permission to the terminal.
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This can be done by `running the following command <https://wiki.termux.com/wiki/Termux-setup-storage>`__ from within the terminal: ``termux-setup-storage``
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**Plugins**
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- GDExtension plugins work as expected, but require the plugin developer to provide native Android binaries.
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.. _doc_using_the_xr_editor_limitations:
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Limitations & known issues
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--------------------------
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Here are the known limitations and issues of the XR editor:
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- No Meta Quest 2 support due to the limited amount of memory on the device.
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However advanced users can grab the XR editor APK from the `download page <https://godotengine.org/download/preview/>`__
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and sideload it onto their device if they desire to do so.
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- No gradle build support.
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- No support for Android plugins as they require gradle build support. GDExtension plugins are supported.
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- No C#/Mono support.
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- No support for external script editors.
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- While available, the *Vulkan Forward+* renderer is not recommended due to severe performance issues.
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