@@ -51,6 +51,12 @@ file into your projects `addons` folder.
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5252You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors >`__.
5353
54+ .. note ::
55+ From Godot 4.6 onwards, the vendor plugin is now an optional but recommended plugin.
56+ Godot can export directly to most Android-compatible devices.
57+ This can be useful for demonstration and tutorial projects where a single APK can be deployed to multiple devices.
58+ The vendor plugin unlocks vendor specific implementations and settings, and may be required to release on app stores.
59+
5460Creating the export presets
5561---------------------------
5662You will need to setup a separate export preset for each device, as each device will need its own loader included.
@@ -59,12 +65,12 @@ Open **Project** and select **Export..**.
5965Click on **Add.. ** and select **Android **.
6066Next change the name of the export preset for the device you're setting this up for, say **Meta Quest **.
6167And enable **Use Gradle Build **.
68+ Next change the **XR Mode ** to **OpenXR **.
6269If you want to use one-click deploy (described below), ensure that **Runnable ** is enabled.
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64- If the vendors plugins were installed correctly you should find entries for the
65- different headsets under **XR Features **. Change the **XR Mode ** to **OpenXR **, then
66- select the entry for your headset if you see one. If you don't see one enable the
67- Khronos plugin.
71+ If you've installed the vendor plugin you will also find entries for the different headsets under **XR Features **.
72+ Select the entry for your headset if you see one.
73+ Otherwise, enable the Khronos plugin.
6874
6975.. image :: img/android_meta_quest.webp
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