diff --git a/tutorials/xr/deploying_to_android.rst b/tutorials/xr/deploying_to_android.rst index 7dc571175bb..607841a32f7 100644 --- a/tutorials/xr/deploying_to_android.rst +++ b/tutorials/xr/deploying_to_android.rst @@ -33,8 +33,8 @@ This will create a folder called **android** inside of your project that contain You can read more about custom builds here: :ref:`doc_android_custom_build`. -Installing the loader plugins ------------------------------ +Installing the loader plugin +---------------------------- .. warning:: The Android plugin structure has been restructured in Godot 4.2, if you've previously installed the loader plugin you need to delete it from the `android/plugins` folder. @@ -52,6 +52,16 @@ You will need to copy the `assets/addons/godotopenxr` folder from the zip file i You can find the main repository of the loader plugin `here `__. +Enabling the loader plugin +-------------------------- + +The loader plugin needs to be enabled before the export settings become accessible. +Open **Project** and select **Project Settings...**. +Go to the **Plugins** tab. +Enable the **GodotOpenXR** plugin. + +.. image:: img/xr_enable_loader_plugin.webp + Creating the export presets --------------------------- You will need to setup a separate export preset for each device, as each device will need its own loader included. diff --git a/tutorials/xr/img/xr_enable_loader_plugin.webp b/tutorials/xr/img/xr_enable_loader_plugin.webp new file mode 100644 index 00000000000..db5af8d7ddf Binary files /dev/null and b/tutorials/xr/img/xr_enable_loader_plugin.webp differ