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Support scenes for AR and VR in Godot

Results 143 godot-xr-tools issues
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Some games want to use teleport-movement and snap-turning as their movement mechanism to limit VR motion-sickness. Currently turning is implemented as a movement-provider which requires an XRToolsPlayerBody and can result...

The two handed average offset is something I've never seen in any game, partly because it will always jerk when the second hand is applied or released. Normally the second...

Smooth turning is pretty sick making for me (and I have a strong stomach) and very rarely found in games. (It's a default off in `movement_turn.tscn`, but for some reason...

Now that Godot 4 parses and displays GDScript documentation, the documentation comments for each module should be expanded to be useful for developers.

The idea is that an enable-able, configurable-intense rumble should be added to things across the tools. Examples: - hand is in range of pickable - hand collides - flying (to...

enhancement

Projects would benefit from a standard loading scene similar to the staging scene in the demo project.

enhancement

1) Per discussions on Godot XR discord channel, almost always it will be a bad idea in VR for the Viewport to update always. So would be good to have...

enhancement

Just making this issue as a placeholder. This is already implemented in the godot-xr-avatar repo here: https://github.com/Godot-Dojo/Godot-XR-The-Dojo/blob/main/addons/godot-xr-tools/functions/Function_Crouch_movement.gd So once XR Tools 3 is out and stable I can submit a...

enhancement

I was working on bringing a 2D drawing addon into VR which uses the `event.pressure` value to set the darkness of the line. https://github.com/mbrlabs/Lorien/issues/207 It appears that in normal 2D...

Snap zones should have the ability to be enabled or disabled .