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Copy file name to clipboardExpand all lines: tutorials/xr/deploying_to_android.rst
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@@ -39,17 +39,16 @@ Installing the vendors plugin
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.. warning::
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The Android plugin structure has been restructured in Godot 4.2, and the loader plugin was renamed to vendors plugin as it now includes more than just loaders.
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If you've previously installed the loader plugin you need to delete it from the `android/plugins` folder.
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The loader plugin available in the asset library is still the old one, it will be updated to the new vendor plugin after 4.2 is released.
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The vendors plugin can be downloaded from the asset library, search for OpenXR and install the plugin:
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The vendors plugin can be downloaded from the asset library, search for "OpenXR vendors" and install the plugin:
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.. image:: img/openxr_loader_asset_lib.webp
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You will find the installed files inside the **addons** folder.
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Alternatively you can manually install the vendors plugin by downloading the v2.x version of the plugin `from the release page here <https://github.com/GodotVR/godot_openxr_vendors/releases>`__.
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You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `assets/addons` folder.
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You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip file into your projects `addons` folder.
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You can find the main repository of the vendors plugin `here <https://github.com/GodotVR/godot_openxr_vendors>`__.
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@@ -94,9 +93,7 @@ Now you can repeat the same process for the other devices.
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.. warning::
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While the Mobile Vulkan renderer has many optimizations targeted at mobile devices, we're still working out the kinks.
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It is highly advisable to use the OpenGL renderer for the time being when targeting Android based XR devices.
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Note that we are awaiting driver updates on various devices before Vulkan support will work on these.
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It is highly advisable to use the compatibility renderer (OpenGL) for the time being when targeting Android based XR devices.
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