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39 lines
1.8 KiB
ReStructuredText
39 lines
1.8 KiB
ReStructuredText
.. _doc_deploy_on_quest:
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Deploying on Quest
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==================
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The OpenXR plugin makes developing for Android seamless with developing desktop XR experiences.
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Note that many Android based devices are very constrained performance-wise. Therefore,
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**we highly recommend using the GLES2 renderer.**
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.. note::
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Currently, the only Android-based device supported is the Meta Quest.
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As Khronos is finalizing the official Android support for OpenXR, we will be able to offer further support soon.
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.. seealso::
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As with any other Android device, please follow
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`the instructions in the official Godot documentation for deploying to Android <https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#doc-exporting-for-android>`__.
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Enable developer mode on the Quest
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----------------------------------
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You can only deploy games to the Meta Quest if developer mode is enabled.
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You can do this from the Oculus support application installed on your phone.
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Please `follow the instructions on the Oculus developer site <https://developer.oculus.com/documentation/native/android/mobile-device-setup/>`__.
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Setting up the export template
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------------------------------
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The instruction in the official Godot documentation already has you configuring an export template in Godot. However, a few extra settings are needed for XR deployment.
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Open the export settings again by opening the **Project > Export...** menu and select the Android export template you created.
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If you haven't created it yet, do so now by pressing **Add...** and selecting **Android**.
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Scroll down to the **Xr Features** section. Here, the important setting is the **Xr Mode** which should be set to **OpenXR**.
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Note that the other options shown here should be set according to your project's needs.
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.. image:: img/android_xr_features.png
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