You’ll need Android SDK Iguana (API 34) or later — the latest is fine.
Download: https://developer.android.com/studio/
Download sdkmanager.
Go and get sdkmanager working and run this command:
(replace <android_sdk_path> with your SDK install path)
sdkmanager --sdk_root=<android_sdk_path> \
"platform-tools" \
"build-tools;34.0.0" \
"platforms;android-34" \
"cmdline-tools;latest" \
"cmake;3.10.2.4988404" \
"ndk;23.2.8568313"
This installs:
- Android SDK Platform-Tools 34.0.0+
- Build-Tools 34.0.0
- Platform 34
- Command-line Tools (latest)
- CMake 3.10.2.4988404
- NDK r23c (23.2.8568313)
git clone https://github.com/icosa-foundation/open-brush-godot-demo
Install required plugins using gd-plug (replace godot path with your Godot editor executable):
godot --headless --xr-mode off -s plug.gd install force debug
Plugins will install to /addons/ and any other content required will get pulled in.
In Editor Settings, set:
- Android SDK path
- Java SDK path
In Project Settings look for OpenXR and: - enable passthrough
- enable handtracking
- Ensure you’re logged into the owner account on the Quest.
- Enable developer mode in Quest settings.
- Connect the Quest to your computer via USB-C.
- If Meta Link asks to connect, click Disable (don’t check “do not ask me again” — that can auto-enable it later).
- Restart the Quest.
The Quest should prompt you about USB debugging after the restart and this allows remote deployment via Godot.
Build the Android export templates in your Godot project (do this before deploying). In the template’s Meta settings, set Passthrough = Optional.