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Add Oculus Quest tutorial to documentation #3040
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Would be great to have a quest tutorial as part of the documentation. Another thing: since performance for VR (and battery life for Quest) is very critical what do you think about suggesting to always use the OvrMetricsTool (https://developer.oculus.com/blog/ovr-metrics-tool-vrapi-what-do-these-metrics-mean/) during development? |
@NeoSpark314 what is adb? And adding a link to the OvrMetricsTool sounds like a good idea. |
adb is the "Android Debug Bridge". It is the tool you setup also in godot (see https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_android.html) to deploy you project onto the device. So everybody will need it and have it when working with the Oculus Quest and Godot. |
Another thing that that could be added is the current button mapping for the touch controller as part of the documentation. There is an open issue for this here GodotVR/godot_oculus_mobile#73 But note that there is currently a discussion ongoing about the ID for the grip trigger; the documentation here GodotVR/godot_oculus#4 says its mapped to 4; but actually its currently mapped to 3: GodotVR/godot_oculus_mobile#65 |
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For now I'm going to keep this PR just as the tutorial from the Godot website. I'm running into C# problems and I'm not sure if I can fix them before 3.2s release. @NeoSpark314 As for the other stuff you mentioned I do think it's worth adding that information in a update to the page, maybe as a separate page dedicated to developing for the Quest and other Oculus headsets. But for now I'm going to keep the page as is so it can be merged before 3.2 releases. |
Ok; thanks for update. Makes sense. What would be needed to get it merged as soon as possible? |
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Some changes one big one is mixing first and 2nd person throughout a document with "we" and "you" interchanging a lot. Couple of code style suggestions
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I've just fixed all the issues Feniks had with it. |
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Just 2 more comments that come to mind. Not a major one but I feel it will improve the way your example reads.
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extends Spatial | ||
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var perform_runtime_config = false |
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When you see perform_runtime_config
you don't think this is boolean it sounds more like a function name to do action
Maybe you could rename to can_perform_runtime_config
to imply in name that this can either be true or false?
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func _process(_delta): | ||
if !perform_runtime_config: |
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could we use if not
rather than if !
I know both are correct but !
is easier to miss.
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! is more standard but I do agree also easier to miss when following a tutorial.. I still think its the more common notation though
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needs to export to Android devices. | ||
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Next you need the Quest Plugin. You can download it from the Asset | ||
Library or manually download it from `here <https://github.com/GodotVR/godot-oculus-mobile-asset>`__. |
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Looks like the link is incorrectly formatted?
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That seems correct to me. Double trailing underscores can be used to create unnamed references, so you won't get a Sphinx warning if the same link is used more than once in a page.
Looks pretty good to me. Agree with what was said somewhere above, lets get the basic tutorial in first, then see what we can add to it. ADB could do with a page of its own that is referenced both from here and from the android deployment page, it really is a tool that could use a more generic reference guide for diagnosing issues. |
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The links are fixed along with the merge conflict. |
Thanks for keeping this PR updated with the reviews. Seeing how long this PR is open, and that we now got a review by our resident VR wizard in, I'll merge this - the two things noted above that are still open strike me as debatable without clear consensus. Let's merge, and do incremental improvements afterwards if neede - it's been open long enough. :) |
Thanks @skyace65 for writing the tutorial :) |
@mhilbrunner feel free to ping me on twitter btw, I get such a high volume of updates from github I tent to miss things mentioning me half the time :( |
Looks like some of the image links broke before the final merge |
when I open https://docs.godotengine.org/en/latest/tutorials/vr/developing_for_oculus_quest.html all the images seem to be there; but I noticed yesterday that during a documentation rebuild there might be broken images until everything is fully rebuild again. |
I'll check what's up with this :) |
Fixed in #3550 |
Adds the Oculus Quest tutorial written by Bastiaan Olij to the documentation. This was taken from the Godot website post here and modified. the intro had to be changed to work with the documentation, the tutorial now uses "you" instead of "we", how some things are phrased were changed. The organization of the code was changed slightly. Aside from those changes the tutorial is the same.