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Releases: GodotVR/godot_openxr_vendors

Godot OpenXR Vendors v2.0.0-dev3

27 Oct 03:06
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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

09 Sep 00:31
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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

02 Aug 01:04
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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 into addons 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 select Project Settings...
  • Select the Plugins tab
  • Enable the Openxr plugin
  • Close the Project Settings menu
  • Open the Project menu and select Export...
  • 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 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

09 Jul 11:45
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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

06 Mar 09:19
ec961f1
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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

06 Mar 08:35
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This version adds an automatic upload to Maven.

Godot OpenXR Loaders v1.0.0 RC1

22 Feb 10:22
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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

06 Feb 22:20
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1.0.0 Alpha 4 Pre-release
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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

01 Feb 12:03
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1.0.0 Alpha 3 Pre-release
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Added support for KHR loaders (tested on Magic Leap 2, should work with HTC headsets as well)

1.0.0 Alpha 2

16 Jan 06:17
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1.0.0 Alpha 2 Pre-release
Pre-release

This new release contains the loader for PICO