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Godot OpenXR Vendors Plugin 5

by Godot XR | MIT

Godot plugin for OpenXR vendor extensions and vendor specific export settings

This is the Godot OpenXR Vendors Plugin which contains: Implementations of OpenXR vendor extensions that unlock device specific features. Adds device specific settings to Godots export system to ensure correct privilege and feature flags are set on export

OpenXR Passthrough Demo 1

by Godot Foundation | MIT

This is a demo showing OpenXR's passthrough functionality

This is a demo showing OpenXR's passthrough functionality. Language: GDScript Renderer: Compatibility How does it work? Passthrough is a feature available on a number of XR headsets. It uses the cameras on the device to show the real world inside of the

WebXR Demo 0

by Godot Foundation | MIT

This is a minimal demo of WebXR rendering and controller support

This is a minimal demo of WebXR rendering and controller support. When exporting to the Web platform, make sure to include the WebXR Polyfill and WebXR Layers Polyfill which will fill holes in web browsers' WebXR support. To include these polyfills, open

OpenXR Spectator View Demo 0

by Godot Foundation | MIT

This is a demo for an OpenXR project where the player sees a different view inside of the headset compared to what a spectator sees on screen

This is a demo for an OpenXR project where the player sees a different view inside of the headset compared to what a spectator sees on screen. When deployed to a standalone XR device, only the player environment is exported. Language: GDScript Renderer

OpenXR Render Models Demo 0

by Godot Foundation | MIT

This is a demo showing OpenXR's render models implementation

This is a demo showing OpenXR's render models implementation. Language: GDScript Renderer: Compatibility How does it work? OpenXR allows us to run our application without having knowledge of the hardware being used, or that we as developers have access

OpenXR Origin Centric Movement Demo 0

by Godot Foundation | MIT

This is a demo for an OpenXR project where player movement is handled with an XROrigin3D as a base node

This is a demo for an OpenXR project where player movement is handled with an XROrigin3D as a base node. This is based on the Origin centric solution as explained in the room scale manual page. Language: GDScript Renderer: Compatibility How does it work

OpenXR Hand Tracking Demo 0

by Godot Foundation | MIT

This is a demo showing OpenXR's hand tracking and controller tracking logic

This is a demo showing OpenXR's hand tracking and controller tracking logic. Language: GDScript Renderer: Compatibility How does it work? Being able to see the player's hands, and having those hands interact with elements in the environment are paramount

OpenXR Binding Modifier Demo 0

by Godot Foundation | MIT

This is a demo for an OpenXR project where we show how to use the binding modifier feature in the action map

This is a demo for an OpenXR project where we show how to use the binding modifier feature in the action map. Language: GDScript Renderer: Compatibility How does it work? OpenXR has introduced a system called binding modifiers that allow you to add

OpenXR Character Body Centric Movement Demo 0

by Godot Foundation | MIT

This is a demo for an OpenXR project where player movement is handled with a CharacterBody3D as a base node

This is a demo for an OpenXR project where player movement is handled with a CharacterBody3D as a base node. This is based on the Character body centric solution as explained in the room scale manual page. Language: GDScript Renderer: Compatibility How

OpenXR Compositor Layer Demo 0

by Godot Foundation | MIT

This is a demo for an OpenXR project where we showcase the new compositor layer functionality

This is a demo for an OpenXR project where we showcase the new compositor layer functionality. This is a companion to the OpenXR composition layers manual page. Language: GDScript Renderer: Compatibility How does it work? Compositor layers allow us to

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