Requires Godot 3.4, does not (yet) work with Godot 4.
See Branches, Tags and versions for more info on stable and development branches in this repository.
- This plugin supports Linux/X11, Windows and Android (Oculus Quest only).
- VR is tested with SteamVR, Monado and Oculus runtimes.
- Support for most common controllers, additional controllers can be configured using OpenXRConfig.
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 thirdparty/godot-cpp
scons platform=<platform> target=release generate_bindings=yes
cd ../..
Replace <platform> with linux or windows depending on your platform.
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, currently only the x86 version is used.
You can download the latest version from: https://github.com/KhronosGroup/OpenXR-SDK/releases
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
For Android (Oculus Quest) the build process is slightly different. Note that currently the build process assumes that godot-cpp was build for either windows or linux plugin, if not you will need to manually run the python script that creates the wrapper code.
On Android we use gradlew instead of scons for building the library. The toolset should be installed automatically if you install Android Studio.
To build run:
gradlew generateSharedLibs
If you do not want to compile the OpenXR plugin yourself you will find releases with prebuild copies of the plugin. Simply download and unzip the contents into your Godot project.
On Windows and Linux you can just run your XR project straight from the editor without the need to further configure things but Android requires a few extra steps.
First of all read up on the instructions here to setup Godot for exporting to Android: https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html
Then using your Oculus app connected to your Quest and enable developer mode: https://developer.oculus.com/documentation/native/android/mobile-device-setup/
Connect your Quest to your PC with a USB cable, your Quest should prompt you whether this PC is allowed to do USB debugging, make sure to enable this.
Finally in Godot go to Project->export and create a new Android export.
- Untick
Armeabi-v 7a - Set
XR modetoOculus Mobile VR - Set
Degrees Of Freedomto6DOF
If you've done all steps correctly there should be an Android icon visible in your toolbar, click it to push a build out to your Quest.
Note that building and deploying on Quest takes a minute or two, as OpenXR can work on your Quest over link it is good advice to test your game this way while building it and only occasionally push it onto the Quest to check for performance issues.
It is advisable to use the GLES2 display driver when building your VR game for the Quest and to disable post production effects such as DOF and glow.
If you want to debug the module make sure you use a copy of the godot binary build with either target=release_debug or target=debug provided to scons and that you build the plugin using target=debug. This will ensure debugging symbol files are created.
The project contains the necessary configurations to allow building and debugging within Android Studio.
To do so:
- Open the
demoproject first within the Godot Editor. This will generate the.importdirectory which is necessary for the next steps. - Load the project within Android Studio by selecting the
settings.gradlefile in the root directory - In the
Configurationsdrop-down menu, selectandroid_samples.demo - Select
Oculus Quest(orOculus Quest 2) in theDevicesdrop-down menu - Click the
Runicon (orDebugicon if debugging) to have the IDE build the apk and push it to the device
I've only tested debugging using VS code on Windows with the MSVC C++ compiler but VS Code has good templates to get you up and running on Linux or on MinGW as well. Make sure you have the C/C++ extensions installed and the debugger installed.
Either manually create a .vscode folder or let vs code do this for you and setup the following two files:
launch.json
{
"version": "0.2.0",
"configurations": [
{
"name": "Runtime Launch",
"type": "cppvsdbg",
"request": "launch",
"program": "/path-to-godot/bin/godot.windows.opt.tools.64.exe",
"args": [
"--path",
"demo"
],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"console": "integratedTerminal",
"preLaunchTask": "build"
},
{
"name": "Editor Launch",
"type": "cppvsdbg",
"request": "launch",
"program": "/path-to-godot/bin/godot.windows.opt.tools.64.exe",
"args": [
"-e",
"--path",
"demo"
],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"console": "externalTerminal",
"preLaunchTask": "build"
}
]
}
Be sure to change path-to-godot to the actual path that contains your godot source and adjust the name of the godot executable as it may change depending on your compiler settings.
Note that two options are provided, launching the demo project, or opening the demo project in the Godot editor.
tasks.json
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "build",
"type": "shell",
"command": "scons",
"group": "build",
"args": [
"platform=windows",
"target=debug",
"-j8"
],
"problemMatcher": "$msCompile"
}
]
}
Note that our build script does not build godot-cpp!
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-openvrdirectory from the project. - Copy the
godot-openxr/demo/addons/godot-openxrdirectory 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.
When contributing to the source code for the plugin we highly recommend you installed clang-format and copy the contents of the hooks folder into the folder .git/hooks/.
This will ensure clang-format is run on any changed files before commiting the changes to github and prevent disappointment when formatting issues prevent changes from being merged.
The source code for the module is released under MIT license (see license file).
The hand models in the plugin are Copyright (c) Valve, see the folder for their license file.
This repository is mainly being maintained by:
- Christoph Haag who is responsible for Linux support of this plugin.
- Bastiaan Olij who is responsible for Windows and Android support of this plugin.
Special thanks goes to Fredia Huya-Kouadio who developed the original Oculus Quest plugin for Godot and who has been instrumental in getting Android support working.
See contributors file for other people involved in this plugin.
Originally hosted on https://gitlab.freedesktop.org/monado/demos/godot_openxr now lives on https://github.com/GodotVR/godot_openxr