I think GoDot is important in the VR development space because of its open source nature. Just like Genshin Impact had its own version of Unity, here developers themselves can fork the game engine themselves overnight and do it freely and accommodate the development suite to a custom system that could potentially be highly performant and accommodate certain headset systems that weren't available before. Without the complex proprietary nature that is Unity or Unreal.
If your looking for how to get started with XR (AR/VR) with Godot, the godot-xr-tools and this video are where to start. Thank you Muddy Wolf, Bastiaan Olij, Malcolm Nixon and your whole team.
Godot 4.4 was just released on the Meta store for Quest 3. I have been working with it the past few days. It is a bit quirky, but working and testing in VR is a game-changer. No more "headset on/headset off, change the code, headset on, the cable just spilled my coffee on the cat, etc...". If you're trying out VR development and have a Quest 3, I highly recommend it. Also, this is a fantastic set of videos. Thank you so much!
Cool video! nice and concise! :) Note that its worth to also show enabling the XR tools plugin (Godot does not do this automaticaly), and there is a start_vr script in XR Tools you can just drop in as a node and it will do the initialisation for you.
Oh yes thank you! I was planning to enable it in the next episode, since I will be using the XR Tools more! I mainly just wanted the hands for the first episode! 🙌
@@MuddyWolf yup, it doesn't start to throw annoying errors at you until you add movement stuff, the hands don't use anything that require the plugin to be enabled :)
Apologies, the issue is the room I have to record in is awful for sound, my audio is either way too echoey or I mix the audio to sound tinny, I will be upgrading both my mic and adding some sound dampening to my room to help in the future.
@@MuddyWolf I'm currently trying to choose a game engine and art software in order to start a game dev project. And I'm inclined to use GoDot. While searching for art/assets software I came across CrocoTile, I saw his tutorial and the program seems actually fun and intuitive in creating assets and terrain for a low poly game (taking inspiration from Compound VR) The only issue or question I have (and I asked the dev yesterday on steam but he said never tried VR with Crocotile) is the collisions from the building "tiles" from that software. So I'm now searching for all the info I can get relating to collision in VR. I heard the podcast from the Compound VR game dev, and he said that one solution that some devs have regarding the collision in walls is to move the world accordingly to the headset when you try to clip the wall. Example, you move your character with the move pad towards a wall and collide into it, and then you move in real life across the wall. What measures can one have in order to prevent the player from going into the "abyss"?
for some reason, whenever I set this project up and run it with XR, physics stops working. I have a ball rigidbody that's positioned in the air, but it never falls to the ground. If I run the project without XR, this all works fine.
Thanks. I haven't found any VR dev course on Udemy. I would like to create a project using Open source software like Blender and Godot to see how far I can get.
Thanks for the tutorial! Tried to join the discord channel but I'm getting a "unable to accept invite" error Search for its meaning shows: Discord displays the "unable to accept invite" error when the invitation link expires, the link has already been used by the maximum number of users permitted, or the server admin has revoked it manually
4:33 Is there no way to have the MeshInstance3D inherit its dimensions from the CollisionShape3D? 12:20 I got it working on my monitor, following the headset rotation and hand positions, but the Quest screens are blank grey :( Edit: After reading the other comments, jeez... A lot of folks are taking your hard work for granted. Your tutorial is very helpful, and if you get around to responding, that would be amazing, but I'll keep looking on my own
The solution was to disable vsync. When I first started moving over from the old mobile interface to OpenXR, Godot complained about the line that disabled vsync, so I commented it out. I just now uncommented it, and Godot didn't complain. My massive flickering also went away.
Is there a way to fall back to a Non-XR if initialization or xr_interface fails? Maybe load a camera3D if no device is found, and not have the error message pop up.
I'm sure you certainly can do this! It wouldn't work for standalone VR like the Quest 2 but for PCVR this is definitely something you could do I believe. However, I've not tested it myself so I'll look into it!
It's really nice for you to have this Oculus running in debug, but how do I connect my Pico 4 in debug mode? Cause my pico connecting like android system to transfer data and Streaming Assistant app using SteamVR as default.
www.youtube.com/@stayathomedev is currently doing an FPS tutorial series for Godot, and yes do be nice to content creators, it takes hours of preparing, recording and editing, all done mostly for free, to provide you with helpful tutorials. It's pretty rude to demand things imho.
@@MuddyWolf I mean you're just hurting yourself mate. Godot uses semantic versioning. (Look up "semver" because RU-vid won't let me post a comment with the link.) You're literally saying "no thanks" to patches & bug-fixes. And your response makes me question the quality of your work & work-ethic.
Thanks for your concern but I'm already aware of how semantic versioning works, the bug fixes from 4.1.1 to 4.1.3 are not ground breaking... If I was to work on a production ready product then maybe these would be required however for my use case it's not required. I'll be updating to 4.2 once released and any following updates after that if I require them.
Indeed, for VR there are a few noteworthy fixes in 4.1.2/4.1.3 but they mostly impact standalone VR only. So there is nothing wrong with a "if it aint broke, don't try to fix it" attitude to new Godot releases. I think especially for us RU-vidrs we want to be careful upgrading just in case there is a regression or breakage because it can completely halt video production, more often than not due to totally unrelated issues.