WebXR Demo
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
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
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 Passthrough Demo
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
OpenXR Origin Centric Movement Demo
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
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
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
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
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
Godot OpenXR Vendors Plugin
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
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