/godot_oculus_mobile

Oculus mobile drivers used in the Godot Oculus Quest Toolkit

Primary LanguageC++MIT LicenseMIT

Oculus Mobile Godot plugin for Oculus Quest Toolkit

For use with Godot 3.2 and the Godot Oculus Quest Toolkit

This branch is used to track the version of the Godot Oculus Mobile Plugin that is used in the Godot Oculus Quest Toolkit https://github.com/NeoSpark314/godot_oculus_quest_toolkit. It only supports the Oculus Quest. The main version of this plugin can be found at https://github.com/GodotVR/godot_oculus_mobile.

A compiled plugin of this branch is available in the toolkit repository at https://github.com/NeoSpark314/godot_oculus_quest_toolkit/tree/master/addons/godot_ovrmobile

Setup

After cloning this repository make sure to initialise the submodules with git submodule init. When you've pulled a newer version make sure to run git submodule update.
The project uses cmake as its primary build system, which you can configure by following the setup instructions for the Android SDK & NDK.

Android SDK & NDK

  • Download and setup the Android SDK.
    • If using Android Studio, download version 3.5 or higher.
    • If using the command line tools, download revision 26.1.1 or higher.
    • To ensure you have the latest version, check SDK Manager for updates.
  • Add the Android SDK cmake binaries directory to the environment path. The directory can be found under <android_sdk_location>/cmake/<cmake_version>/bin.
    • Ensure that cmake_version is greater or equal to version 3.6.0.
  • Download and setup the latest version (version r20 or higher) of the Android NDK.
  • Set the environment variable ANDROID_NDK_HOME to the Android NDK location.

Godot headers

By default the project is configured to checkout the godot_headers repo as a submodule under the godot_headers directory when you run the git submodule init and git submodule update commands.
You can edit the GODOT_HEADERS_DIR cmake variable in the CMakeLists.txt build file if you'd like to provide a different source for the Godot headers.

Oculus Mobile SDK and Mixed Reality Capture Includes

  • Download the latest version (Oculus Mobile SDK 20.0 (API 1.37.0) or higher) of the Oculus Mobile SDK into the ovr_sdk_mobile directory (create the directory if it doesn't exist)
  • Download the latest version (OVRMRCLib 2.0) and upack it into the ovr_sdk_mobile\OVRMrcShimLib directory (create the directory if it doesn't exist)
  • If needed, update the OVR_ROOT_DIR cmake variable in the the CMakeLists.txt build file to point to the Oculus Mobile SDK containing folder

Build

Note: Ensure you're using the Android SDK's version of cmake.

In the project root directory:

  • Navigate to the build directory: cd build
  • Run:
cmake -GNinja ..
cmake --build .

Once the build successfully completes, the plugin and its dependencies shared libraries can be found in the default output location: release/addons/godot_ovrmobile/libs/<arch>

Deployment

When exporting the project apk in Godot, the following Android export Xr Features options should be set:

  • Xr Mode must be set to Oculus Mobile VR.
  • Degrees of Freedom:
    • For Oculus Quest this must be set to 6DOF
  • Hand Tracking:
    • Select None if your app doesn't need hand tracking
    • Select Optional if your app can use hand tracking, but doesn't require it (i.e: also works with controllers).
    • Select Required if your app only uses hand tracking.

License

  • This project is released under the MIT license.
  • Please check the Oculus Mobile SDK license for information about the Oculus Mobile SDK used in this project.