From d2923239e95ee76b9170ef589edb80e537471a02 Mon Sep 17 00:00:00 2001 From: Nitwel Date: Mon, 13 Nov 2023 14:12:46 +0100 Subject: [PATCH] Add build instructions to README.md --- README.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/README.md b/README.md index d4364d7..4b92a58 100644 --- a/README.md +++ b/README.md @@ -121,3 +121,21 @@ The `Clickable` allows to access events of the parent using signals this node em In order to test without a headset, press the run project (F5) button in Godot and ignore the prompt that OpenXR failed to start. To simulate the headset and controller movement, we're using the [XR Input Simulator](https://godotengine.org/asset-library/asset/1775) asset. Click at the link to get a list of the supported controls. + +## Building + +1. Clone the repo from GitHub + - Make sure, Git LFS is installed +2. Open the project in Godot 4.1.3 +3. Possibly fix importing scenes error +4. Follow the following guide to setup exporting for android. [link](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html) +5. Make sure to reuse any existing `debug.keystore` when updating an app +6. Don't forget to set the JAVA_HOME variable and restart Godot to take effect +7. Install the `Godot XR Android OpenXR Loaders` plugin in Godot +7. Configure the following in the android build template: + - XRMode set to OpenXR + - Check `Use Grandle Build` + - Check `Godot OpenXR Meta` + - In XRFeatures, select at least optional for passthrough + - Ckeck Internet under the permissions + - Under Resources > Filters to export, add `*.j2` \ No newline at end of file