Releases: GodotVR/godot_openxr_vendors
Godot OpenXR Vendors v2.0.0-dev3
This development version of the loaders plugin contains changes related to export changes in the latest Godot master.
Use this for Godot 4.2 beta 3 onwards.
See instructions here: https://docs.godotengine.org/en/latest/tutorials/xr/deploying_to_android.html
Note the switch to OpenJDK 17 and the rename from loaders to vendors!
If you are upgrading, make sure you remove the old plugin before adding the new one.
Godot OpenXR Loaders v2.0.0-dev2
This development version of the loaders plugin contains changes related to export changes in the latest Godot master. Use this for Godot 4.2 Dev 5 (not yet released at the time of writing) onwards.
See instructions here: https://docs.godotengine.org/en/latest/tutorials/xr/deploying_to_android.html
If you are upgrading, make sure you remove the old plugin before adding the new one.
Godot OpenXR Loaders v2.0.0-dev1
This is a first development release of the reworked plugin.
This version of the loaders plugin ONLY works with Godot 4.2+ as the Android plugin structure has changed.
If you are using Godot 4.0 or 4.1, please use one of the v1.x releases of the loaders plugin.
If you are converting a project from 4.1 to 4.2 make sure to delete the old plugin and remove the contents of the
android/build
folder
To use this plugin:
- Copy the contents of
asset/addons
intoaddons
in your project (you may need to create this folder) - Open your Godot XR project in Godot
- Open the
Project
menu - Select
Install Android Build templates
- Open the
Project
menu and selectProject Settings...
- Select the
Plugins
tab - Enable the Openxr plugin
- Close the Project Settings menu
- Open the
Project
menu and selectExport...
- Create an Android export configuration by pressing
Add...
and selectingAndroid
- Tick the
Use Gradle Build
tickbox - Select
OpenXR
as the XR Mode under the XR Features section - Enable the loader you need to use
- Scroll down to the bottom to see additional features for specific platforms.
Do not select multiple loaders in the same export template!
You can instead create multiple export templates, one for each loader.
Godot OpenXR Loaders v1.1.0
This is a maintenance release of the loaders plugin with a few small updates:
- Update Meta OpenXR loader to version 54
- Update PICO OpenXR loader to version 2.2.0
- Bump dependencies versions to match the latest Godot 4.x stable version (v4.0.3)
Godot OpenXR Loaders v1.0.0
It's time for the first official release of the loaders library. This build works great with Godot 4.0 stable and is published on both Maven and the asset library.
- Added support for Meta Quest loader
- Added support for Pico loader
- Added support for Khronos loader (Magic Leap 2, HTC, etc.)
- Added support for Lynx loader
- Add logic to automatically publish the Godot OpenXR loaders libraries to mavencentral on release
Godot OpenXR Loaders v1.0.0 RC2
This version adds an automatic upload to Maven.
Godot OpenXR Loaders v1.0.0 RC1
With the pending release of Godot 4.0 and the feedback we've gotten so far around the loaders, it is time to start looking at making an official first release of the loader plugin.
This build adds a new entry for the Lynx R1 to the lineup of supported Android based headsets.
Best used in conjunction with Godot 4.0 RC3 or later.
1.0.0 Alpha 4
This release mirrors changes in Godot 4 Beta 17 as we're streamlining where important parts of the Android manifest file are set.
1.0.0 Alpha 3
Added support for KHR loaders (tested on Magic Leap 2, should work with HTC headsets as well)
1.0.0 Alpha 2
This new release contains the loader for PICO