.. _doc_deploy_on_quest: Deploying on Quest ================== The OpenXR plugin makes developing for Android seamless with developing desktop XR experiences. Note that many Android based devices are very constrained performance-wise. Therefore, **we highly recommend using the GLES2 renderer.** .. note:: Currently, the only Android-based device supported is the Meta Quest. As Khronos is finalizing the official Android support for OpenXR, we will be able to offer further support soon. .. seealso:: As with any other Android device, please follow `the instructions in the official Godot documentation for deploying to Android `__. Enable developer mode on the Quest ---------------------------------- You can only deploy games to the Meta Quest if developer mode is enabled. You can do this from the Oculus support application installed on your phone. Please `follow the instructions on the Oculus developer site `__. Setting up the export template ------------------------------ The instruction in the official Godot documentation already has you configuring an export template in Godot. However, a few extra settings are needed for XR deployment. Open the export settings again by opening the **Project > Export...** menu and select the Android export template you created. If you haven't created it yet, do so now by pressing **Add...** and selecting **Android**. Scroll down to the **Xr Features** section. Here, the important setting is the **Xr Mode** which should be set to **OpenXR**. Note that the other options shown here should be set according to your project's needs. .. image:: img/android_xr_features.png