update readme
This commit is contained in:
parent
dd86310ab8
commit
bab20aea3f
32
README.md
32
README.md
|
@ -20,6 +20,15 @@ Immersive Home is project to bring Smart Home and Mixed Reality technologies tog
|
||||||
**Mixed Reality Headsets**
|
**Mixed Reality Headsets**
|
||||||
- Meta Quest 2 / Pro / 3
|
- 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://<ip/url>:<port>/api/websocket <token>`
|
||||||
|
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
|
# 🛠 Development
|
||||||
|
|
||||||
In order to contribute to this project, you need the following to be setup before you can start working:
|
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.
|
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
|
### 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.
|
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
|
## Building
|
||||||
|
|
||||||
1. Clone the repo from GitHub
|
1. Possibly fix importing scenes error
|
||||||
- Make sure, Git LFS is installed
|
2. Follow the following guide to setup exporting for android. [link](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html)
|
||||||
2. Open the project in Godot 4.1.3
|
3. Make sure to reuse any existing `debug.keystore` when updating an app
|
||||||
3. Possibly fix importing scenes error
|
4. Don't forget to set the JAVA_HOME variable and restart Godot to take effect
|
||||||
4. Follow the following guide to setup exporting for android. [link](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html)
|
5. Install the `Godot XR Android OpenXR Loaders` plugin in Godot
|
||||||
5. Make sure to reuse any existing `debug.keystore` when updating an app
|
6. Configure the following in the android build template:
|
||||||
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:
|
|
||||||
- XRMode set to OpenXR
|
- XRMode set to OpenXR
|
||||||
- Check `Use Grandle Build`
|
- Check `Use Grandle Build`
|
||||||
- Check `Godot OpenXR Meta`
|
- Check `Godot OpenXR Meta`
|
||||||
- In XRFeatures, select at least optional for passthrough
|
- In XRFeatures, select at least optional for passthrough
|
||||||
- Ckeck Internet under the permissions
|
- Ckeck Internet under the permissions
|
||||||
- Under Resources > Filters to export, add `*.j2`
|
- Under Resources > Filters to export, add `*.j2`
|
||||||
9. `<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />` can be added to the `AndroidManifest.xml` to disable the boundary system.
|
7. `<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />` can be added to the `AndroidManifest.xml` to disable the boundary system.
|
Loading…
Reference in New Issue
Block a user