You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: tutorials/xr/deploying_to_android.rst
+16-15Lines changed: 16 additions & 15 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -9,7 +9,7 @@ Most standalone headsets run on Android and OpenXR support is making its way to
9
9
10
10
Before following the OpenXR-specific instructions here, you'll need to first setup your system to export to Android in general, including:
11
11
12
-
- Installing OpenJDK 11
12
+
- Installing OpenJDK 17
13
13
- Installing Android Studio
14
14
- Creating a debug.keystore
15
15
- Configuring the location of the Android SDK and debug.keystore in Godot
@@ -33,34 +33,35 @@ This will create a folder called **android** inside of your project that contain
33
33
34
34
You can read more about gradle builds here: :ref:`doc_android_gradle_build`.
35
35
36
-
Installing the loader plugin
37
-
----------------------------
36
+
Installing the vendors plugin
37
+
-----------------------------
38
38
39
39
.. warning::
40
-
The Android plugin structure has been restructured in Godot 4.2, if you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
41
-
The loader plugin available in the asset library is still the old one, it will be updated to the new one after 4.2 is released.
40
+
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.
41
+
If you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
42
+
The loader plugin available in the asset library is still the old one, it will be updated to the new vendor plugin after 4.2 is released.
42
43
43
-
The loaders can be downloaded from the asset library, search for OpenXR Loaders and install the plugin:
44
+
The vendors plugin can be downloaded from the asset library, search for OpenXR and install the plugin:
44
45
45
46
.. image:: img/openxr_loader_asset_lib.webp
46
47
47
48
You will find the installed files inside the **addons** folder.
48
49
49
-
Alternatively you can manually install the loader plugin by downloading the v2.x version of the plugin `from the release page here <https://github.com/GodotVR/godot_openxr_loaders/releases>`__.
50
+
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>`__.
50
51
51
-
You will need to copy the `assets/addons/godotopenxr` folder from the zip file into your projects `assets/addons` folder.
52
+
You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `assets/addons` folder.
52
53
53
-
You can find the main repository of the loader plugin `here <https://github.com/GodotVR/godot_openxr_loaders>`__.
54
+
You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
54
55
55
-
Enabling the loader plugin
56
-
--------------------------
56
+
Enabling the vendors plugin
57
+
---------------------------
57
58
58
-
The loader plugin needs to be enabled before the export settings become accessible.
59
+
The vendors plugin needs to be enabled before the export settings become accessible.
59
60
Open **Project** and select **Project Settings...**.
60
61
Go to the **Plugins** tab.
61
-
Enable the **GodotOpenXR** plugin.
62
+
Enable the **GodotOpenXRVendors** plugin.
62
63
63
-
.. image:: img/xr_enable_loader_plugin.webp
64
+
.. image:: img/xr_enable_vendors_plugin.webp
64
65
65
66
Creating the export presets
66
67
---------------------------
@@ -88,7 +89,7 @@ Now you can repeat the same process for the other devices.
88
89
.. note::
89
90
There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets.
90
91
91
-
The fourth option is the official Khronos (KHR) loader, in due time all headsets should work with this loader.
92
+
The fourth option is the official Khronos loader, in due time all headsets should work with this loader.
92
93
At the moment this loader has been tested with the Magic Leap 2 and standalone HTC headsets.
0 commit comments