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Open Brush Godot Demo

image

App Developer Setup

1. Install Android SDK

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)

2. Clone the repository

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.

3. Configure Godot

In Editor Settings, set:

  • Android SDK path
  • Java SDK path
    In Project Settings look for OpenXR and:
  • enable passthrough
  • enable handtracking

4. Prepare your Quest device

  • 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.

5. Build Android templates

Build the Android export templates in your Godot project (do this before deploying). In the template’s Meta settings, set Passthrough = Optional.

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