The OpenXR plugin for Godot now has an official release that can be found in the asset library. We had to go through a few iterations as we're now dir

Godot XR progress update June 2021

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2021-07-04 09:00:10

The OpenXR plugin for Godot now has an official release that can be found in the asset library. We had to go through a few iterations as we're now directly pulling the asset from the releases build by Githubs CI.

The plugin now supports the new motion ranges API added to OpenXR which works in combination with finger tracking to switch between the ability to make a closed fist or limit finger movement to the shape of the controller. More modes will become available as they are added to the OpenXR specification.

Finger tracking itself is fully supported both through updating orientation of meshes, for which a sample scene is included in the plugin, and through animating a skeleton and bone deformation. There are a few changes to the OpenXR specification in the works around the skeleton implemention. Once these become official we'll update the plugin and supply sample scenes as well.

The plugin has been tested on Linux with both Steam and Monado OpenXR runtimes and on Windows with both Steam and Oculus OpenXR runtimes. Feature wise it is a great replacement for both the OpenVR and Oculus Desktop plugins including using the Oculus Quest over (air) link.

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