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Merge pull request #4 from dsnopek/update-docs-readme-for-release
Update the README and docs in preparation for the 1.0.0 release
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README.md

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The toolkit exposes Meta SDKs (e.g Platform SDK), as well as Meta utilities for XR development with the Godot Engine.
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**Note:**
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- Use of the toolkit requires **Godot 4.3** or higher.
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> [!WARNING]
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>
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> Use of the toolkit requires **Godot 4.3** or higher.
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## Build instructions
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## Using the Platform SDK
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Before you can use the Platform SDK, you need to:
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1. [Create a developer account](https://developer.oculus.com/sign-up/) for Meta Quest.
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2. Create an app within the Meta Quest [Developer Dashboard](https://developer.oculus.com/manage/).
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3. Visit the "API" tab within the developer dashboard for your app, and make note of your "App ID" - you'll need this to initialize the Platform SDK.
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4. Make a release build of your application, using the real "Unique Name" and release keystore. At this point, your application probably doesn't do much, which is fine.
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5. Upload this build using the [Meta Quest Developer Hub](https://developer.oculus.com/meta-quest-developer-hub/) to the ALPHA channel.
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6. Complete a [Data Use Checkup](https://developer.oculus.com/resources/publish-data-use/) (DUC), including all the features of the Platform SDK you intend to use. You won't have access to any features you don't include in your DUC.
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7. Wait for your DUC to be approved.
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After that process is complete, you'll be able to use the Platform SDK:
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```gdscript
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func setup_meta_platform_sdk():
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var result: MetaPlatformSDK_Message
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# Replace "1234" with your App ID.
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result = await MetaPlatformSDK.initialize_platform_async("1234").completed
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if result.is_error():
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print("Unable to initialize the platform SDK: ", result.error)
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return
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# Check that the user owns this app and is entitled to use it.
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result = await MetaPlatformSDK.entitlement_get_is_viewer_entitled_async().completed
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if result.is_error():
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print("The user isn't entitled: ", result.error)
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return
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# Get the list of the user's friends who also own this app.
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# NOTE: This will only work if you requested access to "Friends" on your DUC (see earlier instructions).
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result = await MetaPlatformSDK.user_get_logged_in_user_friends_async().completed
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if result.is_error():
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print("Unable to get friends: ", result.error)
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return
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print("My friends:")
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for user in result.data:
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print("- ", user)
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```
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See [Getting Started with the Meta Platform SDK](https://godot-sdk-integrations.github.io/godot-meta-toolkit/manual/platform_sdk/getting_started.html) in the official docs.
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## Documentation
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This README is intentionally kept short.
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See the [official documentation](https://godot-sdk-integrations.github.io/godot-meta-toolkit/) for more information.
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## Maintenance and Sponsorship
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This project is maintained by [W4 Games](https://www.w4games.com/) with sponsorship from [Meta](https://www.meta.com/).
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Contributions from the community are welcome!

doc_classes/MetaPlatformSDK.xml

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</brief_description>
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<description>
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The [b]MetaPlatformSDK[/b] singleton is your main entry-point for working with Meta's Platform SDK.
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Before you can use the Platform SDK, you'll need to:
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1. [url=https://developer.oculus.com/sign-up/]Create a developer account[/url] for Meta Quest.
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2. Create an app within the Meta Quest [url=https://developer.oculus.com/manage/]Developer Dashboard[/url].
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3. Visit the "API" tab within the developer dashboard for your app, and make note of your "App ID" - you'll need this to initialize the Platform SDK.
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4. Make a release build of your application, using the real "Unique Name" and release keystore. At this point, your application probably doesn't do much, which is fine.
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5. Upload this build using the [url=https://developer.oculus.com/meta-quest-developer-hub/]Meta Quest Developer Hub[/url] to the ALPHA channel.
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6. Complete a [url=https://developer.oculus.com/resources/publish-data-use/]Data Use Checkup[/url] (DUC), including all the features of the Platform SDK you intend to use. You won't have access to any features you don't include in your DUC.
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7. Wait for your DUC to be approved.
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After that process is complete, you'll be able to use the Platform SDK, for example:
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[codeblock]
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func setup_meta_platform_sdk():
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var result: MetaPlatformSDK_Message
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# Replace "1234" with your App ID.
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result = await MetaPlatformSDK.initialize_platform_async("1234").completed
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if result.is_error():
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print("Unable to initialize the platform SDK: ", result.error)
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return
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# Check that the user owns this app and is entitled to use it.
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result = await MetaPlatformSDK.entitlement_get_is_viewer_entitled_async().completed
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if result.is_error():
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print("The user isn't entitled: ", result.error)
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return
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# Get the list of the user's friends who also own this app.
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# NOTE: This will only work if you requested access to "Friends" on your DUC (see earlier instructions).
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result = await MetaPlatformSDK.user_get_logged_in_user_friends_async().completed
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if result.is_error():
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print("Unable to get friends: ", result.error)
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return
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print("My friends:")
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for user in result.data:
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print("- ", user)
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[/codeblock]
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Be sure to initialize the Platform SDK using [method initialize_platform_async] or [method initialize_platform] before calling any other methods.
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</description>
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<tutorials>

docs/index.rst

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Welcome to the Godot Meta Toolkit documentation!
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================================================
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The **Godot Meta Toolkit** is a GDExtension for Godot 4, that aims to make it easier to
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develop Godot applications for Meta Quest headsets.
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The **Godot Meta Toolkit** is a GDExtension for Godot 4.3+, that exposes Meta SDKs (e.g Platform SDK), as well as Meta utilities for XR development with the Godot Engine.
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Key Features
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------------
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- Integration with the :ref:`Platform SDK<manual_platform_sdk_getting_started>`
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- :ref:`Tool for configuring the Meta XR Simulator<manual_xr_simulator>` to work with Godot
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Maintenance and Sponsorship
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---------------------------
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This project is maintained by `W4 Games <https://www.w4games.com/>`_ with sponsorship from `Meta <https://www.meta.com/>`_.
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Contributions from the community are welcome!
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.. Below is the main table-of-content tree of the documentation website.
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It is hidden on the page itself, but it makes up the sidebar for navigation.
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.. toctree::
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:hidden:
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:maxdepth: 1
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:caption: Manual
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:name: manual
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manual/platform_sdk/index
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manual/xr_simulator
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.. toctree::
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:hidden:
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:maxdepth: 1
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.. _manual_platform_sdk_getting_started:
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Getting Started
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===============
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Before you can use the Platform SDK, you need to:
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1. `Create a developer account <https://developer.oculus.com/sign-up/>`_ for Meta Quest.
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2. Create an app within the Meta Quest `Developer Dashboard <https://developer.oculus.com/manage/>`_.
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3. Visit the "API" tab within the developer dashboard for your app, and make note of your "App ID" - you'll need this to initialize the Platform SDK.
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4. Make a release build of your application, using the real "Unique Name" and release keystore. At this point, your application probably doesn't do much, which is fine.
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5. Upload this build using the `Meta Quest Developer Hub <https://developer.oculus.com/meta-quest-developer-hub/>`_ to the ALPHA channel.
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6. Complete a `Data Use Checkup <https://developer.oculus.com/resources/publish-data-use/>`_ (DUC), including all the features of the Platform SDK you intend to use. You won't have access to any features you don't include in your DUC.
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7. Wait for your DUC to be approved.
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After that process is complete, you'll be able to use the Platform SDK:
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.. code-block:: gdscript
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func setup_meta_platform_sdk():
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var result: MetaPlatformSDK_Message
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# Replace "1234" with your App ID.
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result = await MetaPlatformSDK.initialize_platform_async("1234").completed
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if result.is_error():
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print("Unable to initialize the platform SDK: ", result.error)
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return
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# Check that the user owns this app and is entitled to use it.
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result = await MetaPlatformSDK.entitlement_get_is_viewer_entitled_async().completed
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if result.is_error():
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print("The user isn't entitled: ", result.error)
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return
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# Get the list of the user's friends who also own this app.
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# NOTE: This will only work if you requested access to "Friends" on your DUC (see earlier instructions).
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result = await MetaPlatformSDK.user_get_logged_in_user_friends_async().completed
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if result.is_error():
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print("Unable to get friends: ", result.error)
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return
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print("My friends:")
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for user in result.data:
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print("- ", user)
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For more information, see the API docs for the :ref:`MetaPlatformSDK<class_metaplatformsdk>` singleton. It's the entry point for doing anything with the Meta Platform SDK.

docs/manual/platform_sdk/index.rst

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:github_url: hide
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Platform SDK
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============
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.. toctree::
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:maxdepth: 1
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:name: toc-manual-platform-sdk
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getting_started

docs/manual/xr_simulator.rst

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.. _manual_xr_simulator:
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XR Simulator
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============
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The `Meta XR Simulator <https://developers.meta.com/horizon/downloads/package/meta-xr-simulator>`_ allows developers to test XR applications on their desktop computer (Windows or MacOS),
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leading to faster iteration, because the app doesn't need to be deployed to the headset, and the developer doesn't need to constantly put the headset on and off.
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Godot can be configured to launch the Meta XR Simulator when you run your game, and the Godot Meta Toolkit includes a tool to help you with that configuration!
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Step-by-step instructions
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-------------------------
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1. Download the `Meta XR Simulator <https://developers.meta.com/horizon/downloads/package/meta-xr-simulator>`_ and extract it somewhere on your computer.
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2. In the Godot editor, click **Project** -> **Tools** -> **Configure Meta XR Simulator...**
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.. image:: img/xr_simulator_tool.png
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:alt: Shows the "Configure Meta XR Simulator..." option in the menu
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3. Follow the instructions in the dialog, in order to point Godot to the location where you extracted the Meta XR Simulator.

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