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