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Several minor XR page improvements #10864

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Binary file added tutorials/xr/img/openxr_enabled.webp
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11 changes: 3 additions & 8 deletions tutorials/xr/introducing_xr_tools.rst
Original file line number Diff line number Diff line change
Expand Up @@ -15,21 +15,16 @@ We'll be using this as a base for our documentation here.
It helps developers hit the ground running but for more specific use cases building your own logic is just as valid.
In that case XR tools can help in providing inspiration.

.. note::
The current stable release of Godot XR Tools available on the Asset Library is the version for Godot 3.
The port of Godot XR Tools for Godot 4 is available for download from the github website.
We will walk through the step of downloading and installing it here.
We will update the documentation once Godot XR Tools becomes available for Godot 4 through the asset library.

Installing XR Tools
-------------------

Continuing on from our project we started in :ref:`doc_setting_up_xr` we want to add in the Godot XR Tools library.
This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases>`_.
Find the latest release for Godot 4, and under **Assets**, download the
``godot-xr-tools.zip`` file.
``godot-xr-tools.zip`` file. You can also find it in the asset library with the
title "Godot XR Tools for Godot 4".

Once downloaded unzip the file.
If you're using the zip file, once it's downloaded unzip it.
You will notice the files are held within a ``godot-xr-tools`` subfolder.
Inside of this folder you will find an ``addons`` folder.
It is this folder that you want to copy in its entirety to your Godot project folder. Your project should now look something like this:
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5 changes: 3 additions & 2 deletions tutorials/xr/openxr_settings.rst
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Expand Up @@ -246,7 +246,7 @@ come from optical hand tracking sensors or any other applicable source.

If your game only supports controllers this should be turned off.

See the chapter on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
See the page on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.

Hand Tracking Unobstructed Data Source
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Expand Down Expand Up @@ -303,7 +303,8 @@ Binding Modifiers
-----------------

These control whether or not binding modifiers can be used. Binding modifiers are
used to apply thresholds or offset values.
used to apply thresholds or offset values. You can find information on how to use
and set them up on the XR action map page :ref:`here <doc_binding_modifiers>`.

Analog Threshold
~~~~~~~~~~~~~~~~
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2 changes: 1 addition & 1 deletion tutorials/xr/setting_up_xr.rst
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Expand Up @@ -48,7 +48,7 @@ This also means OpenXR needs to be enabled when Godot starts in order to set thi
up correctly. Check the :ref:`Enabled<class_ProjectSettings_property_xr/openxr/enabled>`
setting in your project settings under **XR > OpenXR**.

.. image:: img/openxr_settings.webp
.. image:: img/openxr_enabled.webp

You can find several other settings related to OpenXR here as well. These can't be
changed while your application is running. The default settings will get us started,
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4 changes: 3 additions & 1 deletion tutorials/xr/xr_action_map.rst
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Expand Up @@ -17,7 +17,7 @@ and binding these to the actual inputs and outputs on your XR devices.
As the XR action map is currently part of the OpenXR module, OpenXR needs to be enabled
in your project settings to expose it:

.. image:: img/openxr_settings.webp
.. image:: img/openxr_enabled.webp

You will then find the XR Action Map interface in the bottom of the screen:

Expand Down Expand Up @@ -480,6 +480,8 @@ to use bindings from one of the more popular systems as a fallback first.
If you are able to test your game using a Meta Rift or Quest and add this profile
there is a high probability your game will work with other headsets.

.. _doc_binding_modifiers:

Binding Modifiers
-----------------

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