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
Mobile VR Interface Demo
by Godot Foundation | MIT
This is a simple demo that shows how the mobile VR interface can be enabled. This is a small project to test stereo rendering on desktop without needing XR hardware
This is a simple demo that shows how the mobile VR interface can be enabled. This is a small project to test stereo rendering on desktop without needing XR hardware. When used on mobile devices, simple 3DOF headtracking can be tested. Language: GDScript
Variable Rate Shading Demo
by Godot Foundation | MIT
This project showcases how to use variable rate shading (VRS) in 3D to improve performance
This project showcases how to use variable rate shading (VRS) in 3D to improve performance. Performance metrics are also displayed to evaluate potential performance gains. Language: GDScript Renderer: Forward
Android XR Trackables Sample
by Godot XR | MIT
This is a sample project demonstrating the Android XR Trackables feature supported by the Godot OpenXR Vendors plugin
See the Android XR Trackables tutorial doc here for a detailed walkthrough of these features
Performance Metrics XR Sample
by Godot XR | MIT
Sample project demonstrating the performance metrics feature supported by the Godot OpenXR Vendors Plugin
Check out the OpenXR Vendors Plugin Performance Metrics manual page here for more info
Body Tracking XR Sample
by Godot XR | MIT
Sample project demonstrating tracking features on XR headsets
Includes body / hand tracking, face tracking, and eye tracking. Check out the OpenXR Vendors Plugin Body Tracking manual page here for more info on what vendor specific extensions are supported
Hybrid App XR Sample
by Godot XR | MIT
Sample project demonstrating hybrid app functionality supported by the Godot OpenXR Vendors plugin
See the hybrid app tutorial doc here for more info on this feature
Meta Composition Layers XR Sample
by Godot XR | MIT
Sample project demonstrating the Meta-specific composition layer features supported by the Godot OpenXR Vendors plugin
See the Meta Composition Layers tutorial doc here for a detailed walkthrough on these features
Meta Hand Tracking XR Sample
by Godot XR | MIT
Sample project demonstrating the Meta-specific hand tracking features supported by the Godot OpenXR Vendors plugin
See the Meta Hand Tracking tutorial doc here for a detailed walkthrough of these features
Meta Scene XR Sample
by Godot XR | MIT
Sample project demonstrating the Meta scene and spatial anchor features supported by the Godot OpenXR Vendors plugin
See the Meta Scene Manager or Meta Spatial Anchors tutorial docs for detailed walkthroughs of these features
Meta SpaceWarp XR Sample
by Godot XR | MIT
Sample project demonstrating the Meta Application SpaceWarp feature supported by the Godot OpenXR Vendors plugin
See the Meta Application SpaceWarp tutorial doc here for a detailed walkthrough of these features
Meta Passthrough XR Sample
by Godot XR | MIT
Sample project demonstrating the Meta-specific passthrough features supported by the Godot OpenXR Vendors plugin
See the Meta Passthrough tutorial doc here for a detailed walkthrough of these features
Godot XR Tools
by Godot XR | MIT
Godot XR Tools provides handy implementations for various XR features
Godot XR Tools library This library contains a collection of handy components to quickly get started with XR projects. Features included in this library are: Character controller with environment interaction Various VR centric locomotion systems including
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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