/VRExperimentGodot

Primary LanguageGDScriptMIT LicenseMIT

Godot Oculus Mobile GDNative module

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

This module requires Godot 3.2 or newer to run.

This module adds support for running Godot VR games on Oculus Go and Oculus Quest devices. For other VR devices please see other plugins that have been made available

Source code for this module can be found here: https://github.com/GodotVR/godot_oculus_mobile Additional documentation is also located within that repository.

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

GLES2

It is highly recommended to use the GLES2 renderer available in Godot when targetting these devices.

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("OVRMobile")
if interface and interface.initialize()
	# Tell our viewport it is the arvr viewport:
	get_viewport().arvr = true

	# change our physics fps
	Engine.target_fps = 72

Licensing

The Godot Oculus Mobile module and the godot scenes in this add on are all supplied under an MIT License. The Oculus client software are copyright Oculus, please check http://oculus.com for license information.