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Update the README to match the update to the documentation
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m4gr3d committed Jan 27, 2022
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48 changes: 9 additions & 39 deletions README.md
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## Versions

Requires Godot 3.4, does not (yet) work with Godot 4.
Requires Godot 3.4 or later, does not (yet) work with Godot 4.

See [Branches, Tags and versions](https://github.com/GodotVR/godot_openxr/issues/81) for more info on stable and development branches in this repository.

## Status

* This plugin supports Linux/X11, Windows and Android (Oculus Quest only).
* This plugin supports Linux/X11, Windows and Android (Meta Quest only).
* VR is tested with SteamVR, Monado and Oculus runtimes.
* Support for most common controllers, additional controllers can be configured using OpenXRConfig.

## Documentation

The official documentation is available at https://docs.godotengine.org/en/stable/tutorials/vr/openxr/index.html.

## Building this module

In order to compile this module you will have to clone the source code to disk. You will need a C/C++ compiler, python and scons installed. This is the same toolchain you will need in order to compile Godot from master. The documentation on Godot is a very good place to read up on this. It is too much information to duplicate here.
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### Compiling for Android

For Android (Oculus Quest) the build process is slightly different. Note that currently the build process assumes that `godot-cpp` was build for either windows or linux plugin, if not you will need to manually run the python script that creates the wrapper code.
For Android (Meta Quest) the build process is slightly different. Note that currently the build process assumes that `godot-cpp` was build for either windows or linux plugin, if not you will need to manually run the python script that creates the wrapper code.

On Android we use `gradlew` instead of `scons` for building the library. The toolset should be installed automatically if you install Android Studio.

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If you do not want to compile the OpenXR plugin yourself you will find releases with prebuild copies of the plugin.
Simply download and unzip the contents into your Godot project.

## Running on Android/Quest

On Windows and Linux you can just run your XR project straight from the editor without the need to further configure things but Android requires a few extra steps.

First of all read up on the instructions here to setup Godot for exporting to Android: https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html

Then using your Oculus app connected to your Quest and enable developer mode: https://developer.oculus.com/documentation/native/android/mobile-device-setup/

Connect your Quest to your PC with a USB cable, your Quest should prompt you whether this PC is allowed to do USB debugging, make sure to enable this.

Finally in Godot go to `Project->export` and create a new Android export.
- Untick `Armeabi-v 7a`
- Set `XR mode` to `Oculus Mobile VR`
- Set `Degrees Of Freedom` to `6DOF`

If you've done all steps correctly there should be an Android icon visible in your toolbar, click it to push a build out to your Quest.

> Note that building and deploying on Quest takes a minute or two, as OpenXR can work on your Quest over link it is good advice to test your game this way while building it and only occasionally push it onto the Quest to check for performance issues.
> It is advisable to use the GLES2 display driver when building your VR game for the Quest and to disable post production effects such as DOF and glow.
## Debugging

If you want to debug the module make sure you use a copy of the godot binary build with either `target=release_debug` or `target=debug` provided to scons and that you build the plugin using `target=debug`. This will ensure debugging symbol files are created.
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There is a demo project contained within this repository as well that shows how to set things up.

## Using this module in your own project

Example: Converting a godot-openvr project

1. Remove the `addons/godot-openvr` directory from the project.
2. Copy the `godot-openxr/demo/addons/godot-openxr` directory to `your_project/addons/`.
3. If your project was already set up to use OpenVR, find `ARVRServer.find_interface("OpenVR")` and replace `"OpenVR"` with `"OpenXR"`.

Since the module is laid out like godot-openvr, the basic documentation for integrating OpenVR into a project also applies to OpenXR.

The only differences should be: Since there is no OpenXR asset on the store, the godot-openxr directory has to be manually put into the project's addon/ directory and in the project's gdscript the `OpenXR` string has to be used in the `find_interface()` call.

## Hooks

When contributing to the source code for the plugin we highly recommend you installed clang-format and copy the contents of the `hooks` folder into the folder `.git/hooks/`.
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This repository is mainly being maintained by:
- [Christoph Haag](https://github.com/ChristophHaag/) who is responsible for Linux support of this plugin.
- [Bastiaan Olij](https://github.com/BastiaanOlij) who is responsible for Windows and Android support of this plugin.

Special thanks goes to [Fredia Huya-Kouadio](https://github.com/m4gr3d) who developed the original Oculus Quest plugin for Godot and who has been instrumental in getting Android support working.
- [Bastiaan Olij](https://github.com/BastiaanOlij) who is responsible for Windows support of this plugin.
- [Fredia Huya-Kouadio](https://github.com/m4gr3d) who is responsible for Android/Quest support of this plugin.

See contributors file for other people involved in this plugin.

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-------------------
- Added interaction profile for the HP Reverb G2 controllers.
- Removed deprecated `com.samsung.android.vr.application.mode` meta-data tag.
- Updated repo `README`.

1.1.1
-------------------
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