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7 changes: 7 additions & 0 deletions about/list_of_features.rst
Original file line number Diff line number Diff line change
Expand Up @@ -652,6 +652,8 @@ Mobile
and :ref:`iOS <doc_plugins_for_ios>`.
- Support for advertisements using third-party modules.

.. _doc_xr_support:

XR support (AR and VR)
----------------------

Expand All @@ -663,6 +665,11 @@ XR support (AR and VR)

- Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.

- Out of the box limited support for visionOS Apple headsets.

- Currently only exporting an application for use on a flat plane within the
headset is supported. Immersive experiences are not supported.

Comment on lines +668 to +672

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Apple describes iPhone and iPad apps compiled for visionOS as Compatible Apps:

We could include these links to give developers more information.

- Other devices supported through an XR plugin structure.
- Various advanced toolkits are available that implement common features required by XR applications.

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7 changes: 6 additions & 1 deletion tutorials/xr/setting_up_xr.rst
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Expand Up @@ -9,7 +9,12 @@ Introduction to the XR system in Godot
Godot provides a modular XR system that abstracts many of the different XR platform specifics away from the user.
At the core sits the :ref:`XRServer <class_xrserver>` which acts as a central interface to the XR system that allows users to discover interfaces and interact with the components of the XR system.

Each supported XR platform is implemented as an :ref:`XRInterface <class_xrinterface>`. Supported interfaces register themselves with the :ref:`XRServer <class_xrserver>` and can be queried with the ``find_interface`` method on the :ref:`XRServer <class_xrserver>`. When the desired interface is found it can be initialized by calling ``initialize`` on the interface.
Each supported XR platform is implemented as an :ref:`XRInterface <class_xrinterface>`.
A list of supported platforms can be found on the list of features page :ref:`here <doc_xr_support>`.
Supported interfaces register themselves with the :ref:`XRServer <class_xrserver>`
and can be queried with the ``find_interface`` method on the :ref:`XRServer <class_xrserver>`.
When the desired interface is found it can be initialized by calling ``initialize``
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Owh dang, this is a little outdated now. It's still correct and how it was designed to work, but for OpenXR we've had to early initialise in the core. While we talk about that elsewhere, wonder if we should add a note about it here.

Totally offtopic for VisionOs though so something to do separately.

on the interface.

.. warning::
A registered interface means nothing more than that the interface is available, if the interface is not supported by the host system, initialization may fail and return ``false``. This can have many reasons and sadly the reasons differ from platform to platform. It can be because the user hasn't installed the required software, or that the user simply hasn't plugged in their headset. You as a developer must thus react properly on an interface failing to initialize.
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