Update XR Deploying to android page for 4.4
@@ -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
|
||||
--------------------------------------------
|
||||
|
||||
|
Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 6.4 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 6.4 KiB |
|
Before Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 5.9 KiB |