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