Add build instructions to README.md

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Nitwel 2023-11-13 14:12:46 +01:00
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@ -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. 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. 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. 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`