diff --git a/README.md b/README.md index ac426b8..3f0158d 100644 --- a/README.md +++ b/README.md @@ -20,6 +20,15 @@ Immersive Home is project to bring Smart Home and Mixed Reality technologies tog **Mixed Reality Headsets** - Meta Quest 2 / Pro / 3 +## Connecting to your Home Assistant Instance +Right now, as a temporary solution, the app will use whatever is saved into your clipboard to connect to your Home Assistant instance. +Format: `ws://:/api/websocket ` +Example `ws://192.168.0.31:8123/api/websocket eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiIzZjQ0ZGM2N2Y3YzY0MDc1OGZlMWI2ZjJlNmIxZjRkNSIsImlhdCI6MTY5ODAxMDcyOCwiZXhwIjoyMDEzMzcwNzI4fQ.K6ydLUC-4Q7BNIRCU1nWlI2s6sg9UCiOu-Lpedw2zJc` + +To generate a HASS token, login into your dashboard, click on your name (bottom left), scroll down and create a long-lived access token. + +You can check if you are properly connected by opening the settings tab in the app and looking at the bottom right corner. + # 🛠 Development In order to contribute to this project, you need the following to be setup before you can start working: @@ -118,6 +127,12 @@ The `Movable` node allows to move a node around in the room. It uses the grab ev The `Clickable` allows to access events of the parent using signals this node emits. +## Installing Locally +1. Make sure Git LFS is installed +2. Run `git clone https://github.com/Nitwel/Immersive-Home.git` in your terminal +3. Import the created `Immersive-Home` folder in Godot +4. Open the project in Godot 4.1.3 + ### Testing without a VR Headset In order to test without a headset, press the run project (F5) button in Godot and ignore the prompt that OpenXR failed to start. @@ -126,19 +141,16 @@ 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 -8. Configure the following in the android build template: +1. Possibly fix importing scenes error +2. Follow the following guide to setup exporting for android. [link](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html) +3. Make sure to reuse any existing `debug.keystore` when updating an app +4. Don't forget to set the JAVA_HOME variable and restart Godot to take effect +5. Install the `Godot XR Android OpenXR Loaders` plugin in Godot +6. 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` -9. `` can be added to the `AndroidManifest.xml` to disable the boundary system. \ No newline at end of file +7. `` can be added to the `AndroidManifest.xml` to disable the boundary system. \ No newline at end of file