Update XR Deploying to android page for 4.4

This commit is contained in:
skyace65
2025-01-31 21:50:44 -05:00
parent 3e17624c6f
commit ffb3f46445
6 changed files with 19 additions and 47 deletions

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@@ -11,11 +11,14 @@ Before following the OpenXR-specific instructions here, you'll need to first set
- Installing OpenJDK 17
- Installing Android Studio
- Creating a debug.keystore
- Configuring the location of the Android SDK and debug.keystore in Godot
- Configuring the location of the Android SDK in Godot
See :ref:`doc_exporting_for_android` for the full details, and return here when you've finished these steps.
.. warning::
While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
Gradle Android build
--------------------
@@ -36,38 +39,18 @@ You can read more about gradle builds here: :ref:`doc_android_gradle_build`.
Installing the vendors plugin
-----------------------------
.. warning::
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 vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" and install the plugin:
The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors"
and install the one named "Godot OpenXR Vendors plugin for Godot 4.3".
.. image:: img/openxr_loader_asset_lib.webp
You will find the installed files inside the **addons** folder.
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/godotopenxrvendors` folder from the zip file into your projects `addons` folder.
You will find the installed files inside the **addons** folder. Alternatively you
can manually install the vendors plugin by downloading it `from the release page here <https://github.com/GodotVR/godot_openxr_vendors/releases>`__.
You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip
file into your projects `addons` folder.
You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
Enabling the vendors plugin
---------------------------
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 **GodotOpenXRVendors** plugin.
.. image:: img/xr_enable_vendors_plugin.webp
.. note::
This is no longer required from vendors plugin 2.0.3 onwards as it now uses GDExtension.
The plugin will not be shown in this list.
You can verify it is installed correctly by checking if the export presets contain
the entries described below.
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.
@@ -78,28 +61,17 @@ Next change the name of the export preset for the device you're setting this up
And enable **Use Gradle Build**.
If you want to use one-click deploy (described below), ensure that **Runnable** is enabled.
If the vendors plugins were installed correctly you should find entries for the different headsets, select the entry for meta:
If the vendors plugins were installed correctly you should find entries for the
different headsets under **XR Features**. Change the **XR Mode** to **OpenXR**, then
select the entry for your headset if you see one. If you don't see one enable the
Khronos plugin.
.. image:: img/android_meta_quest.webp
Also change the **XR Mode** to **OpenXR**.
Scroll to the bottom of the list and you'll find additional XR feature sections, currently only **Meta XR Features** is available.
The hand tracking and passthrough settings here currently only work for the Meta Quest and you will need to select the appropriate settings if you wish to use these features.
.. image:: img/xr_export_features.webp
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 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::
While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
Scroll to the bottom of the list and you'll find additional XR feature sections,
currently only **Meta XR Features**, **Pico XR Features**, **Magicleap XR Features**
and **Khronos XR Features** for HTC are available. You will need to select the
appropriate settings if you wish to use these features.
Running on your device from the Godot editor
--------------------------------------------

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