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Add additional information about the Godot XR Vendor Plugin
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tutorials/xr/deploying_to_android.rst

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@@ -51,6 +51,12 @@ 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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.. note::
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From Godot 4.6 onwards, the vendor plugin is now an optional but recommended plugin.
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Godot can export directly to most Android-compatible devices.
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This can be useful for demonstration and tutorial projects where a single APK can be deployed to multiple devices.
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The vendor plugin unlocks vendor specific implementations and settings, and may be required to release on app stores.
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Creating the export presets
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---------------------------
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You will need to setup a separate export preset for each device, as each device will need its own loader included.
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Click on **Add..** and select **Android**.
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Next change the name of the export preset for the device you're setting this up for, say **Meta Quest**.
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And enable **Use Gradle Build**.
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Next change the **XR Mode** to **OpenXR**.
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If you want to use one-click deploy (described below), ensure that **Runnable** is enabled.
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If the vendors plugins were installed correctly you should find entries for the
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different headsets under **XR Features**. Change the **XR Mode** to **OpenXR**, then
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select the entry for your headset if you see one. If you don't see one enable the
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Khronos plugin.
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If you've installed the vendor plugin you will also find entries for the different headsets under **XR Features**.
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Select the entry for your headset, if you see one.
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Otherwise, enable the Khronos plugin.
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.. image:: img/android_meta_quest.webp
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tutorials/xr/xr_next_steps.rst

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* You can look at a number of `XR demos here <https://github.com/godotengine/godot-demo-projects/tree/master/xr>`_.
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* You can find 3rd party tutorials on our :ref:`Tutorials and resources <doc_community_tutorials>` page.
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Godot XR vendor plugin
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----------------------
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The vendor plugin isn't just for ref:`deploying to Android <doc_deploying_to_android>`.
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In the vendor plugin, we implement many OpenXRs vendor extensions that unlock unique features on certain devices,
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or features that are new enough that a standardised implementation is not available yet.
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Together with the OpenXR working group we maintain a
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`client support matrix <https://github.khronos.org/OpenXR-Inventory/extension_support.html#client_matrix>`_ that lists
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all the OpenXR extensions Godot supports and whether they require the vendor plugin.
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XR Toolkits
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-----------
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