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MetaHumanGodot VR — preview (stereo Forward+, Godot 4.7-beta3)

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@ibrews ibrews released this 13 Jun 04:18

MetaHumanGodot — VR build (preview)

First stereo VR build of the MetaHumanGodot character viewer. Walk around a
path-quality MetaHuman in room-scale VR with the full custom skin/eye/hair shaders,
LeaderPose rig, animated lighting, and Mixamo body clips.

Preview / experimental. Runs on Godot 4.7-beta3 — stock Godot 4.6 cannot do
stereo Forward+ (the XR multiview path was fixed in 4.7). Expect beta rough edges.

Requirements

  • Windows x64, an OpenXR runtime + VR headset (tested: Quest 3S via Air Link / Oculus runtime)
  • RT-class GPU recommended (developed on RTX 5090). With no headset it runs as a flat desktop tool.

Controls (keyboard and Touch controllers)

  • Fly: WASD / left stick · up-down Q/E / right stick Y · turn mouse / right stick X
  • Boost / brake: Shift / right grip · left grip
  • Swap character: Space / A · Cycle Mixamo clip: Tab / right-stick click
  • Demos: F lighting · G face · H body idle
  • Quality: keys 1-4 (Low/Med/High/Epic) or left menu button · 0 = auto-adaptive
  • Auto-adaptive framerate holds the 72 Hz floor (never drops below High). Full list in VR_CONTROLS.md.

Notes

  • The MetaHuman is baked into the build (permitted as a Non-Engine Product); raw assets are not redistributed.
  • Unreal® attribution is shown on the studio floor in-scene and in NOTICE.txt.
  • Experimental worldspace menu available via VR_MENU=1.