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Godot OpenXR Vendors plugin

This plugin provides the functionality to support vendor-specific XR devices (e.g: Meta, Pico devices) and access vendor-specific OpenXR extensions

Note:

Version 2.x and higher of this plugin requires Godot 4.2. Check the 1.x branch and releases for support on prior versions of Godot 4.

Manual pages

This readme focuses on instructions for building and maintaining this plugin.

User manual pages can be found here.

Building this asset

After cloning this project, run the following command in the project root directory to initialize the godot-cpp submodule:

git submodule update --init

Short build instructions

The following build command run all the build commands mentioned in the 'Expanded build instructions' section below.

Linux / MacOS

Run the following command from the root directory to build the plugin artifacts:

./gradlew buildPlugin

Windows

Run the following command from the root directory to build the plugin artifacts:

gradlew.bat buildPlugin

Expanded build instructions

These are all the build commands that are being run by the gradlew buildPlugin command. They are detailed here for those needing to customize / troubleshoot their build process.

Building the Godot-CPP bindings

Build the Android C++ bindings using the following commands.

cd thirdparty/godot-cpp
scons platform=android target=template_debug arch=arm64 custom_api_file=../godot_cpp_gdextension_api/extension_api.json
scons platform=android target=template_release arch=arm64 custom_api_file=../godot_cpp_gdextension_api/extension_api.json
scons platform=android target=template_debug arch=x86_64 custom_api_file=../godot_cpp_gdextension_api/extension_api.json
scons platform=android target=template_release arch=x86_64 custom_api_file=../godot_cpp_gdextension_api/extension_api.json

When the command is completed, you should have static libraries stored in thirdparty/godot-cpp/bin that will be used for compilation by the plugin.

Building the Plugin

Run the following command from the root directory to generate the editor gdextension plugin:

scons target=template_debug custom_api_file=thirdparty/godot_cpp_gdextension_api/extension_api.json
scons target=template_release custom_api_file=thirdparty/godot_cpp_gdextension_api/extension_api.json
Linux / MacOS

Run the following command from the root directory to build the vendors AAR Android binaries:

./gradlew build
Windows

Run the following command from the root directory to build the vendors AAR Android binaries:

gradlew.bat build

Downloading this asset

It is possible to download compiled assets that have been released from releases. The latest official release will be made available in Godot's asset library.

Work in progress builds are available under actions.

Using this asset

Installing android build templates

The use of a Godot Android plugin requires the use of the gradle build option in Godot:

  • Open your Godot XR project in Godot
  • Open the Project menu
  • Select Install Android Build templates

Copying the plugin into place

When downloading this asset from Godot's asset library it should place the required files into the addonsdirectory. If you've downloaded the zip file from the releases page, copy the files in asset/addons manually to addons in your project. You may need to create the addons folder.

If you have build the asset from source, you need to create the addons folder in your project if it doesn't exist already, and then copy the content of the demo/addons folder to addons in your project.

Configuring your export

Back in Godot open the Project menu and select Export...:

  • If it doesn't already exist, create an Android export configuration by pressing Add... and selecting Android
  • Tick the Use Gradle Build tickbox
  • Select OpenXR as the XR Mode under the XR Features section
  • Enable the XR vendor you need to use
  • Scroll down to the bottom to see additional features for specific platforms.

Note: Do not select multiple vendors in the same export template! You can instead create multiple export templates, one for each vendor.

Hooks

When contributing to the source code for the plugin, we highly recommend you install clang-format and copy the contents of the hooks folder into the folder .git/hooks/. This will ensure clang-format is run on any changed files before commiting the changes to github and prevent disappointment when formatting issues prevent changes from being merged.

License

Unless specified otherwise, sources in this repository are licensed under MIT, see LICENSE for more information.

Note that some vendor-specific components are licensed under separate license terms, which are listed in their corresponding folders.

About this repository

This repository was created and maintained by Bastiaan "Mux213" Olij. The original setup for this plugin was created by Gergely Kis and Gabor Pal Korom at Migeran.

See CONTRIBUTORS.md for further contributions.

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Godot 4 wrapper for OpenXR loaders

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