pandemonium_engine_docs/tutorials/vr/openxr/deploy_on_quest.rst

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