#GDNative driver for OpenXR
Requires Godot 3.2.4 (currently in beta), does not (yet) work with Godot 4.
Note: The godot engine (the full engine, not this plugin) must be compiled in release_debug mode, i.e. with
scons platform=x11 target=release_debug
If godot engine is compiled with target=debug
instead, you might get a (bogus) error from monado
client_gl_compositor_init - Needed extension GL_EXT_memory_object_fd not supported
On the other hand the godot_openxr plugin can be compiled in debug mode without issues.
- This plugin only supports Linux/X11. Windows support is in early WIP.
- VR is tested with SteamVR and Monado
- Explicit support for controller input with interaction profile:
- Valve Index Controller
- Monado Playstation Move Controller
- Limited support for other controllers via Khronos Simple interaction profile.
In order to compile this module you will have to clone the source code to disk. You will need a C/C++ compiler, python and scons installed. This is the same toolchain you will need in order to compile Godot from master. The documentation on Godot is a very good place to read up on this. It is too much information to duplicate here. You will also need cmake if you're compiling the OpenXR SDK loader
Currently this project includes the godot-cpp repository as a submodule. If you do not already have this repositories downloaded you can execute:
git submodule update --init --recursive
To download the required version.
This will also include the godot-headers
submodule.
This submodule needs to be compiled with the following
cd godot-cpp
scons platform=<platform> target=release generate_bindings=yes
cd ..
Replace <platform>
with linux
or windows
depending on your platform.
note As we rely on Godot 3.2.4 which is still in beta godot-headers
hasn't been updated with a new api.json
file. For now add custom_api_file=../api.json
to the scons command up above so:
scons platform=windows target=release generate_bindings=yes custom_api_file=../api.json
OpenXR on desktop PCs usually requires using a loader provided by Khronos, you can find the source here: https://github.com/KhronosGroup/OpenXR-SDK
On Linux the loader and include files should be installed system wide via package manager (or manually) within the /usr
folder structure and they should be picked up automatically.
On Windows a precompiled version of the loaded can be found in openxr_loader_windows
, currently only the x86 version is used.
If everything is in place compiling should be pretty straight forward
For Windows: scons platform=windows
For Linux: scons platform=linux
On older linux distributions (e.g. Ubuntu 18.04) the plugin may not build with gcc.
In this case install clang and compile the plugin with scons use_llvm=yes platform=linux
Currently there is no proper OpenXR support on OSX.
The compiled plugin and related files will be placed in demo/addons/
.
When using godot_openxr in another project, copy this directory.
If you compile with gcc and encounter the error message
sorry, unimplemented: non-trivial designated initializers not supported
it probably means your gcc is too old (e.g. Ubuntu 18.04). The easiest way around this is to compile the plugin with clang instead.
apt install clang
scons platform=linux use_llvm=yes
After compiling the plugin, start Godot, open the godot_openxr/demo project and click play.
There is a demo project contained within this repository as well that shows how to set things up.
Example: Converting a godot-openvr project
- Remove the
addons/godot-openvr
directory from the project. - Copy the
godot-openxr/demo/addons/godot-openxr
directory toyour_project/addons/
. - If your project was already set up to use OpenVR, find
ARVRServer.find_interface("OpenVR")
and replace"OpenVR"
with"OpenXR"
.
Since the module is laid out like godot-openvr, the basic documentation for integrating OpenVR into a project also applies to OpenXR.
The only differences should be: Since there is no OpenXR asset on the store, the godot-openxr directory has to be manually put into the project's addon/ directory and in the project's gdscript the OpenXR
string has to be used in the find_interface()
call.
The source code for the module is released under MIT license (see license file).
This repository is a fork of godot_openhmd which was created and is maintained by Bastiaan Olij a.k.a. Mux213 OpenXR implementation was created by Christoph Haag
Originally hosted on https://gitlab.freedesktop.org/monado/demos/godot_openxr now lives on https://github.com/GodotVR/godot_openxr