Mention that Godot OpenXR doesn't work with Microsoft MR runtime (#5554)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Matthew
2022-01-27 05:49:44 -05:00
committed by GitHub
parent f5694cedc7
commit e2432f035f

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@@ -4,7 +4,7 @@ Switching runtimes
==================
In OpenXR, it is standard for each runtime to implement a mechanism to make it
the current runtime. In Steam, the Oculus application or Windows MR portal,
the current runtime. In Steam, the Oculus application or Windows MR portal,
there will be an option to switch to their runtime as the current OpenXR runtime.
Generally speaking, end users will have a preferred runtime due to not having a reason
@@ -16,6 +16,10 @@ switch the runtime Godot will use when testing:
.. image:: img/switch_runtime.png
The OpenXR plugin will **not** work with the Microsoft MR runtime.
That runtime only supports OpenXR applications that use DirectX,
but Godot uses OpenGL ES 3.0 or 2.0.
.. note::
Selecting a runtime in this dropdown only applies to your local session.