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Update XR Deploying to android page for 4.4
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tutorials/xr/deploying_to_android.rst

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@@ -11,11 +11,14 @@ Before following the OpenXR-specific instructions here, you'll need to first set
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- Installing OpenJDK 17
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- Installing Android Studio
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- Creating a debug.keystore
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- Configuring the location of the Android SDK and debug.keystore in Godot
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- Configuring the location of the Android SDK in Godot
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See :ref:`doc_exporting_for_android` for the full details, and return here when you've finished these steps.
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.. warning::
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While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
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It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
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Gradle Android build
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--------------------
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Installing the vendors plugin
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-----------------------------
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.. warning::
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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.
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If you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
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The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" and install the plugin:
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The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors"
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and install the one named "Godot OpenXR Vendors plugin for Godot 4.3".
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.. image:: img/openxr_loader_asset_lib.webp
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You will find the installed files inside the **addons** folder.
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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>`__.
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You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `addons` folder.
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You will find the installed files inside the **addons** folder. Alternatively you
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can manually install the vendors plugin by downloading it `from the release page here <https://github.com/GodotVR/godot_openxr_vendors/releases>`__.
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You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip
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file into your projects `addons` folder.
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You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
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Enabling the vendors plugin
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---------------------------
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The vendors plugin needs to be enabled before the export settings become accessible.
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Open **Project** and select **Project Settings...**.
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Go to the **Plugins** tab.
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Enable the **GodotOpenXRVendors** plugin.
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.. image:: img/xr_enable_vendors_plugin.webp
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.. note::
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This is no longer required from vendors plugin 2.0.3 onwards as it now uses GDExtension.
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The plugin will not be shown in this list.
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You can verify it is installed correctly by checking if the export presets contain
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the entries described below.
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Creating the export presets
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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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And enable **Use Gradle Build**.
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If you want to use one-click deploy (described below), ensure that **Runnable** is enabled.
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If the vendors plugins were installed correctly you should find entries for the different headsets, select the entry for meta:
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If the vendors plugins were installed correctly you should find entries for the
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different headsets under **XR Features**. Change the **XR Mode** to **OpenXR**, then
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select the entry for your headset if you see one. If you don't see one enable the
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Khronos plugin.
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.. image:: img/android_meta_quest.webp
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Also change the **XR Mode** to **OpenXR**.
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Scroll to the bottom of the list and you'll find additional XR feature sections, currently only **Meta XR Features** is available.
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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.
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.. image:: img/xr_export_features.webp
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Now you can repeat the same process for the other devices.
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.. note::
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There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets.
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The fourth option is the official Khronos loader, in due time all headsets should work with this loader.
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At the moment this loader has been tested with the Magic Leap 2 and standalone HTC headsets.
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.. warning::
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While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
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It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
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Scroll to the bottom of the list and you'll find additional XR feature sections,
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currently only **Meta XR Features**, **Pico XR Features**, **Magicleap XR Features**
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and **Khronos XR Features** for HTC are available. You will need to select the
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appropriate settings if you wish to use these features.
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Running on your device from the Godot editor
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