deploy_on_quest.rst 1.8 KB

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  1. .. _doc_deploy_on_quest:
  2. Deploying on Quest
  3. ==================
  4. The OpenXR plugin makes developing for Android seamless with developing desktop XR experiences.
  5. Note that many Android based devices are very constrained performance-wise. Therefore,
  6. **we highly recommend using the GLES2 renderer.**
  7. .. note::
  8. Currently, the only Android-based device supported is the Meta Quest.
  9. As Khronos is finalizing the official Android support for OpenXR, we will be able to offer further support soon.
  10. .. seealso::
  11. As with any other Android device, please follow
  12. `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>`__.
  13. Enable developer mode on the Quest
  14. ----------------------------------
  15. You can only deploy games to the Meta Quest if developer mode is enabled.
  16. You can do this from the Oculus support application installed on your phone.
  17. Please `follow the instructions on the Oculus developer site <https://developer.oculus.com/documentation/native/android/mobile-device-setup/>`__.
  18. Setting up the export template
  19. ------------------------------
  20. 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.
  21. Open the export settings again by opening the **Project > Export...** menu and select the Android export template you created.
  22. If you haven't created it yet, do so now by pressing **Add...** and selecting **Android**.
  23. Scroll down to the **Xr Features** section. Here, the important setting is the **Xr Mode** which should be set to **OpenXR**.
  24. Note that the other options shown here should be set according to your project's needs.
  25. .. image:: img/android_xr_features.png