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39 lines
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ReStructuredText
39 lines
1.7 KiB
ReStructuredText
.. _doc_runtime_selection:
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Switching runtimes
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==================
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In OpenXR, it is standard for each runtime to implement a mechanism to make it
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the current runtime. In Steam, the Oculus application or Windows MR portal,
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there will be an option to switch to their runtime as the current OpenXR runtime.
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Generally speaking, end users will have a preferred runtime due to not having a reason
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to switch runtimes when playing games that support OpenXR. However, developers may wish to
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test multiple runtimes to see if their game behaves.
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To make this easy, Godot provides a dropdown in the top-right corner which can
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switch the runtime Godot will use when testing:
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.. image:: img/switch_runtime.png
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The OpenXR plugin will **not** work with the Microsoft MR runtime.
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That runtime only supports OpenXR applications that use DirectX,
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but Godot uses OpenGL ES 3.0 or 2.0.
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.. note::
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Selecting a runtime in this dropdown only applies to running the game
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from the editor. It does **not** change the runtime used by other
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applications. Exported projects will use the computers current runtime.
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Also, if you are deploying to an external device, this setting has no effect.
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As OpenXR doesn't have a mechanism for registering runtimes that we can query,
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Godot will check common locations for runtime configuration files.
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The locations that are checked are stored in the ``addons/godot_openxr/runtimes.json`` file.
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If you've installed a runtime in a nonstandard location or a runtime not currently present in this file, you can add it manually using a text editor.
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.. seealso::
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If the dropdown isn't shown in your editor, make sure the plugin is enabled.
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See :ref:`doc_enable_plugin`.
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