Godot asset for the openvr module
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addons/godot-openvr Fixed crash issue on 3.0.3/3.0.4 and updated to OpenVR 1.0.15 Jun 23, 2018
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CHANGES.md Fixed crash issue on 3.0.3/3.0.4 and updated to OpenVR 1.0.15 Jun 23, 2018
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README.md Fixed crash issue on 3.0.3/3.0.4 and updated to OpenVR 1.0.15 Jun 23, 2018

README.md

Godot OpenVR GDNative module

This module is provided as is, all files are contained within the addons/godot-openvr-asset folder

The scenes subfolder contains a number of godot scenes that help you set up your project. For basic functionality start with adding ovr_first_person.tcn to your project. Also make sure that vsync is turned off in your project settings.

Source code for this module can be found here: https://github.com/GodotVR/godot_openvr

Also note that we have a support asset containing a number of useful scenes to get you going building VR applications in Godot: https://github.com/GodotVR/godot-vr-common

Using the main viewport

The ARVR server module requires a viewport to be configured as the ARVR viewport. If you chose to use the main viewport an aspect ratio corrected copy of the left eye will be rendered to the viewport automatically.

You will need to add the following code to a script on your root node:

var interface = ARVRServer.find_interface("OpenVR")
if interface and interface.initialize():
	get_viewport().arvr = true
	get_viewport().hdr = false

Using a separate viewport

If you want control over the output on screen so you can show something independent on the desktop you can add a viewport to your scene.

Make sure that you turn the arvr property of this viewport to true and the HDR property to false. Also make sure that both the clear mode and update mode are set to always.

You can add a normal camera to your scene to render a spectator view or turn the main viewport into a 2D viewport and save some rendering overhead.

You can now simplify you initialisation code on your root node to:

var interface = ARVRServer.find_interface("OpenVR")
if interface:
	interface.initialize()

HDR support

HDR support for the headset is currently not available. OpenVR does not accept Godots HDR color buffer for rendering. A solution is currently under review for Godot 3.1

Licensing

The Godot OpenVR module and the godot scenes in this add on are all supplied under an MIT License.

The dynamic libraries supplier by Valve fall under Valve's own license. For more information about this license please visit https://github.com/ValveSoftware/openvr

About this repository

This repository was created by and is maintained by Bastiaan Olij a.k.a. Mux213

You can follow me on twitter for regular updates here: https://twitter.com/mux213

Videos about my work with Godot including tutorials on working with VR in Godot can by found on my youtube page: https://www.youtube.com/channel/UCrbLJYzJjDf2p-vJC011lYw