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Update XR Deploying to android page for 4.4 #10594
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| 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". |
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| 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". | |
| 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". |
Better readability for the raw text
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Applied AThousandShips suggestion |
BastiaanOlij
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Looks good, couple small things we should tweak.
| 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 |
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Last sentence ended in a full stop, shouldn't this be capitalised?
| 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. It's the official Khronos loader, in due time all headsets should |
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This isn't entirely true anymore. We've started adding entries for different Android platforms even though they all use the Khronos loader. This because while they use the same loader, they have platform dependent android feature flags and permissions.
There is a hope that in the future we will have an entry just for Khronos that will allow you to build an APK that can be deployed to different headsets but this will require the industry to unify these settings.
I believe only Meta and Lynx do not use the Khronos loader at this time, and we do have plans to change this for Meta as Meta does support the Khronos loader.
Lynx probably does too (this is a Qualcomm spaces device if I'm not mistaken) but as we have no Qualcomm spaces devices to test or verify, we're stuck.
| 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** and **Pico XR Features** are available. |
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There should be a Khronos features section, but I think a bug must have recently been introduced in the filtering because it's missing in the editor (it's still there in the code).
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I have to ask a stupid question then, is this something you expect to be fixed by the time Godot 4.4 releases? And I know that's hard to guess without knowing what the issue is, but I'd rather not have the docs reference settings that might not exist at the time of that release. Also I've created an issue in the plugin repository for this GodotVR/godot_openxr_vendors#256
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Fixed two of Bastiaan's issues, still need to figure out what to do about the Khronos XR Features before this can be merged. |
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@BastiaanOlij I've updated the PR to list magic leap and HTC since that bug was fixed in 3.1.2. I'm noticing a behavior discrepancy though, Meta features and Pico features show up regardless of if their box is checked or not, Magic Leak and Khronos require their sections to be checked though. That said the way this tutorial is structured implies you should be checking the box for the one you want before looking at features so I'd say it's good, at least for now. Any other changes you want me to make? And any idea how you're going to handle plugin naming once 4.4 releases? If not that's fine and this PR can be merged as is |
Yup, we've only recently started adding the ability to hide features not applicable to the selection you've made and they only apply to some of the newer things we've added. Not something that will likely see improvement in the near future unless someone has the time to polish up the existing entries. |
Got it, would you consider this PR good to merge then? |
BastiaanOlij
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LGTM
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Thanks, and thanks for the reviews! |
Updates the page to Godot 4.4. That said there's almost no 4.4 specific changes in this, that's really just the screenshots. Though the page hasn't been updated in a while and a lot has changed over the last two Godot releases, hence a bunch of changes and re-organizing.
I've done the following: