godot_openvr
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GDNative based Open VR module
First of all, amazing plugin! It's been a blast getting this to work out of the box for the majority! I'm currently playing around a little bit with this plugin...
When a player invokes the SteamVR Dashboard (normally by pressing the System Button on a controller), they expect their game or VR application to pause any gameplay until they have...
**What I noticed** When using `ARVRController` nodes and parenting a mesh to it, I can see an offset between where Godot thinks the controller are versus what SteamVR shows when...
I am making an overlay app, and in terms of settings and menus I'm restricted to putting it in a regular overlay or on the desktop window. It would make...
Using the official VR Starter Tutorial with Godot 3.3 + Oculus Quest 1 (Oculus Link) everything works fine with GLES3. However, using GLES2 results in a black screen in the...
Hello, I'm developing a 3D game which offers both VR and desktop environment. I want to allow the users to select the mode they want to play but only if...
Godot Versions tested: 3.2.3, 3.3 Godot OpenVr versions tested: 1.1.0, 1.0.5 Headset: Valve Index Graphics Card: GTX 1070 Nvidia Driver Version: 466.11 I'm not entirely sure if this is the...
The actions.json config file is a great start for handling the proliferation of controller systems. However, this leaves out hand-tracking, which is not simply another controller with buttons that could...
This is not by design :) Found out on stream yesterday that if OpenVRConfig isn't initialized within Godot first that the engine crashes, presumably because certain default values aren't set...
The tracking in OpenVR still uses the old tracking data where for Vive wands we aren't getting info which wand represents the left hand and which the right hand. As...