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xr-development

Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

インストール方法を見る

含まれるファイル(7)

  • SKILL.md15.3 KB
  • references/controllers-and-input.md3.2 KB
  • references/godot-4-5-features.md5.7 KB
  • references/grabbing-objects.md3.1 KB
  • references/hand-tracking.md2.5 KB
  • references/passthrough.md1.3 KB
  • references/xr-ui.md1.9 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

XR Development in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: 3d-essentials for 3D rendering and environment, physics-system for 3D physics interactions, input-handling for non-XR input patterns, export-pipeline for platform exports.


1. XR Setup

Enabling OpenXR

  1. Project Settings → Plugins → Enable: OpenXR (or OpenXR Plugin depending on version)
  2. Project Settings → XR → OpenXR → Enabled → true
  3. Project Settings → XR → Shaders → Enabled → true (for XR shader support)
  4. Rendering:
    • Use Forward+ or Mobile renderer (Compatibility also works for simpler scenes)
    • Set Project Settings → Display → Window → VSync Mode to Disabled (the XR runtime controls frame timing)

Core Scene Structure

Main (Node3D)
├── XROrigin3D                    ← Player's physical space origin
│   ├── XRCamera3D                ← Head-mounted display
│   ├── XRController3D (left)     ← Left controller
│   │   └── LeftHandModel (MeshInstance3D or hand tracking)
│   ├── XRController3D (right)    ← Right controller
│   │   └── RightHandModel
│   └── (XRBodyTracker via XRServer — optional full body tracking)
├── WorldEnvironment
└── GameWorld (Node3D)
    └── ... level geometry

Starting XR Session

extends Node3D

func _ready() -> void:
    var xr_interface: XRInterface = XRServer.find_interface("OpenXR")
    if xr_interface and xr_interface.is_initialized():
        get_viewport().use_xr = true
    else:
        push_error("OpenXR not available")
public partial class XRMain : Node3D
{
    public override void _Ready()
    {
        var xrInterface = XRServer.FindInterface("OpenXR");
        if (xrInterface != null && xrInterface.IsInitialized())
            GetViewport().UseXR = true;
        else
            GD.PushError("OpenXR not available");
    }
}

2. Controllers and Input

XRController3D nodes (one per hand, child of XROrigin3D) expose buttons via the OpenXR action map. Common buttons: trigger (select_button), grip (grip_button), thumbstick (primary_axis Vector2). Apply thumbstick locomotion velocity to XROrigin3D (not the camera).

See references/controllers-and-input.md for full XRController3D wiring, OpenXR button reference, and thumbstick locomotion recipe.


3. Hand Tracking

When the headset supports hand tracking (Quest 2+, Pico 4, some SteamVR setups), XRController3D nodes can be configured to track hand joints. Sample finger positions for gesture detection, or bind to standard select / grip events when the user pinches.

See references/hand-tracking.md for hand-tracking node setup, joint sampling, and gesture-driven interactions.


4. Grabbing Objects

Standard pattern: an Area3D on the controller detects nearby RigidBody3D objects; on grip-press, parent the body to the controller and freeze it; on grip-release, restore the parent and apply the controller's velocity to launch.

See references/grabbing-objects.md for the full physics-based grabbing implementation (GDScript + C#).


5. XR UI Interaction

For UI in VR, render a Control tree to a SubViewport, map its texture onto a Quad mesh placed in 3D space. Pointer: a RayCast3D from the controller hits the quad, the hit position is converted back to 2D viewport coords, an InputEventMouseMotion is forwarded into the SubViewport.

See references/xr-ui.md for the SubViewport-on-quad recipe and pointer/ray interaction.


6. Passthrough (Mixed Reality)

For headsets that support it (Quest 2+, Pico 4), set OpenXRInterface.environment_blend_mode = XR_ENVIRONMENT_BLEND_MODE_ALPHA_BLEND and clear the WorldEnvironment background to transparent. The user sees the real world with virtual content composited on top.

See references/passthrough.md for the full enabling steps and Quest-specific notes.


7. Meta Quest Export

Setup

  1. Install Android Build Template: Project → Install Android Build Template
  2. Install OpenXR Vendors plugin: Project → Project Settings → Plugins → Enable Godot OpenXR Vendors (or install from AssetLib)
  3. Export → Add → Android
  4. In the Android export preset:
    • XR Features → XR Mode → OpenXR
    • XR Features → Hand Tracking → Optional or Required
    • XR Features → Passthrough → Optional (if needed)
    • Architectures → arm64 → enabled (Quest is ARM)
  5. Set minimum API level to 29+

Performance Settings for Quest

SettingRecommended Value
RendererMobile
MSAA2x or 4x (VR needs antialiasing)
Texture CompressionETC2/ASTC
Target FPS72 (Quest 2) or 90 (Quest 3)

Critical: VR must maintain consistent frame rate. Dropped frames cause nausea. Profile aggressively and keep draw calls low.

⚠️ Changed in Godot 4.7: New project settings xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images both default to true — when the foveation level is not "Disabled", eye-tracked foveation is used where the headset supports it, and subsampled images are used on Vulkan for a bigger foveation win. Subsampled images are incompatible with many screen-space features (e.g., FXAA, glow); if any are enabled, subsampled images are automatically disabled with a log warning. Set either setting to false to opt out. See GH-117868.


8. Godot 4.5+ XR Features

Godot 4.5 adds a D3D12 OpenXR backend on Windows (Quest Link / SteamVR alternative to Vulkan), foveated rendering on the Mobile Vulkan renderer, Application SpaceWarp frame synthesis for Quest/Pico, OpenXR Render Models for platform-native controller meshes, and windowed visionOS export via a dedicated visionOS preset. All are core Project Settings except SpaceWarp, which needs the Godot OpenXR Vendors plugin — no engine-level code changes.

See references/godot-4-5-features.md for enabling steps, GDScript + C# render-model snippets, and per-feature caveats.


9. Godot 4.6+ XR Features

OpenXR 1.1 Support (Godot 4.6+)

Godot 4.6 requests OpenXR 1.1 from the runtime, unlocking 1.1 features (promoted interaction profiles and paths, etc.) without any project-level change, and falls back to 1.0 if the runtime rejects it.

Note: To force a version, set xr/openxr/target_api_version (e.g. 1.0.48; empty by default).


Spatial Entities — Anchors, Plane Tracking, Marker Tracking (Godot 4.6+)

Godot 4.6 adds the OpenXR Spatial Entities extensions (experimental API), enabling:

  • Spatial anchors — persist virtual object positions across sessions (OpenXRSpatialAnchorCapability, OpenXRAnchorTracker, XRAnchor3D)
  • Plane detection — detect floor, wall, and ceiling surfaces from the environment scan
  • Marker tracking — track QR codes or image markers in the scene

Basic spatial anchor usage:

# Under XR > OpenXR > Extensions > Spatial Entity enable: Enabled, Enable Spatial Anchors, and
# Enable Builtin Anchor Detection (the default RID() context needs it). All are off by default.
# The capability is a singleton only while OpenXR is enabled; without it this script will not parse.
extends XROrigin3D

func place_anchor_at(local_transform: Transform3D) -> XRAnchor3D:
    if not OpenXRSpatialAnchorCapability.is_spatial_anchor_supported():
        push_error("Spatial anchors are not supported on this device.")
        return null

    # The transform is in this XROrigin3D's local space.
    var tracker: OpenXRAnchorTracker = OpenXRSpatialAnchorCapability.create_new_anchor(local_transform, RID())
    if tracker == null:
        return null

    # An XRAnchor3D follows the tracker it names; the runtime keeps it on the real-world spot.
    var anchor := XRAnchor3D.new()
    anchor.tracker = tracker.name
    add_child(anchor)
    return anchor
// The capability is an engine singleton registered only while OpenXR is running.
public partial class SpatialAnchorManager : XROrigin3D
{
    public XRAnchor3D PlaceAnchorAt(Transform3D localTransform)
    {
        var anchors = Engine.GetSingleton("OpenXRSpatialAnchorCapability") as OpenXRSpatialAnchorCapability;
        if (anchors == null || !anchors.IsSpatialAnchorSupported())
        {
            GD.PushError("Spatial anchors are not supported on this device.");
            return null;
        }

        // The transform is in this XROrigin3D's local space.
        OpenXRAnchorTracker tracker = anchors.CreateNewAnchor(localTransform);
        if (tracker == null)
            return null;

        // An XRAnchor3D follows the tracker it names; the runtime keeps it on the real-world spot.
        var anchor = new XRAnchor3D { Tracker = tracker.Name };
        AddChild(anchor);
        return anchor;
    }
}

To keep an anchor across sessions, turn on Enable Persistent Anchors, check is_spatial_persistence_supported(), then call persist_anchor(tracker, RID(), callback) and store tracker.uuid with your own data; persisted anchors come back as XRServer.TRACKER_ANCHOR trackers on the next launch. See the OpenXR spatial entities tutorial.

Note: The spatial entities classes arrived in Godot 4.6 and OpenXRSpatialAnchorCapability is still marked experimental — its API may change. There is no XRSpatialAnchor class; the scene node is XRAnchor3D.


10. Godot 4.7+ XR Features

User Presence Detection (Godot 4.7+)

OpenXRInterface exposes the OpenXR user presence extension: the user_presence_changed(is_user_present: bool) signal fires when the user puts on or removes the headset, is_user_presence_supported() reports whether the extension is supported and enabled, and is_user_present() polls the current state (both only return valid values after OpenXR is initialized). Typical use: pause the game and mute audio when the headset comes off.

Note: The signal is not emitted during application startup or shutdown — assume user presence is gained on startup and lost on shutdown.

func _ready() -> void:
    var xr_interface: OpenXRInterface = XRServer.find_interface("OpenXR")
    if xr_interface and xr_interface.is_user_presence_supported():
        xr_interface.user_presence_changed.connect(_on_user_presence_changed)

func _on_user_presence_changed(is_user_present: bool) -> void:
    get_tree().paused = not is_user_present
public override void _Ready()
{
    var xrInterface = XRServer.FindInterface("OpenXR") as OpenXRInterface;
    if (xrInterface != null && xrInterface.IsUserPresenceSupported())
        xrInterface.UserPresenceChanged += OnUserPresenceChanged;
}

private void OnUserPresenceChanged(bool isUserPresent)
{
    GetTree().Paused = !isUserPresent;
}

Composition Layer Eye Visibility (Godot 4.7+)

OpenXRCompositionLayer gains eye_visibility (EyeVisibility enum: EYE_VISIBILITY_BOTH = 0 default, EYE_VISIBILITY_LEFT = 1, EYE_VISIBILITY_RIGHT = 2) — the eye(s) the composition layer is visible to. Renders a quad/cylinder/equirect layer to one eye only, e.g. for per-eye calibration screens or stereo content authored per eye.

$OpenXRCompositionLayerQuad.eye_visibility = OpenXRCompositionLayer.EYE_VISIBILITY_LEFT
GetNode<OpenXRCompositionLayerQuad>("OpenXRCompositionLayerQuad").EyeVisibility =
    OpenXRCompositionLayer.EyeVisibilityEnum.Left;

Note: Not all composition layer types or runtimes support restricting visibility to a single eye.

Spatial Anchor Extensibility (Godot 4.7+)

OpenXRSpatialAnchorCapability.create_new_anchor() gains an optional next parameter — full signature: create_new_anchor(transform: Transform3D, spatial_context: RID = RID(), next: OpenXRStructureBase = null) -> OpenXRAnchorTracker. next must be a valid next object for the XrSpatialAnchorCreateInfoEXT chain, letting vendor-specific create-info structs be appended when creating an anchor. Existing calls are unaffected (compatible change, GH-118128).

Note: OpenXRSpatialAnchorCapability is still marked experimental — the class may change in future versions. Section 9 shows typical anchor placement.


11. Common Pitfalls

SymptomCauseFix
Black screen in headsetuse_xr = true not set on viewportSet in _ready() after checking XR interface
Controller input not firingWrong signal name for the platformCheck OpenXR action map bindings in Project Settings
Objects scale wrong in VRScene not built at real-world scaleUse 1 unit = 1 meter throughout the scene
Motion sickness from locomotionSmooth rotationUse snap turning (30° increments) or add a vignette during movement
UI unreadable in VRPanel too far away or too smallPlace UI at 1–2m distance, use SubViewport at 1024+ resolution
Hand tracking jitteryRaw joint data used directlyApply smoothing (lerp toward new position each frame)
Export fails on QuestMissing Android build template or wrong architectureInstall Android Build Template; enable arm64; set API level 29+

12. Implementation Checklist

  • OpenXR is enabled in Project Settings
  • Scene uses XROrigin3D → XRCamera3D + XRController3D hierarchy
  • XR session is started with get_viewport().use_xr = true after interface check
  • World is built at 1 unit = 1 meter scale
  • Controller input uses OpenXR action names (trigger_click, grip_click, etc.)
  • Fallback exists for hand tracking → controller tracking
  • UI panels use SubViewport rendered on a 3D mesh
  • Locomotion includes comfort options (snap turn, vignette)
  • VSync is disabled (XR runtime handles frame timing)
  • Quest export uses Mobile renderer, arm64 architecture, API level 29+
  • On Windows Quest Link / SteamVR builds, consider D3D12 backend if Vulkan drivers are problematic (Godot 4.5+)
  • Foveated rendering enabled via xr/openxr/foveation_level on the Mobile renderer for standalone Quest/Pico targets (Godot 4.5+)
  • Application SpaceWarp evaluated for performance budget on Meta Quest / Pico targets (Godot 4.5+)
  • OpenXRRenderModelManager + xr/openxr/extensions/render_model used for controller visuals where supported (Godot 4.5+)
  • visionOS export uses the dedicated visionOS preset; windowed apps only through 4.7 (Godot 4.5+)
  • Spatial anchors are created with OpenXRSpatialAnchorCapability and shown with XRAnchor3D, with the spatial entities extension enabled (Godot 4.6+)
  • Headset on/off handled via OpenXRInterface.user_presence_changed — pause/mute when the user is away (Godot 4.7+)
  • Foveation defaults reviewed — xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images are on by default; disable subsampled images if you rely on FXAA/glow (Godot 4.7+)

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