godot_openvr
OpenVR-MotionCompensation
godot_openvr | OpenVR-MotionCompensation | |
---|---|---|
6 | 2 | |
224 | 35 | |
1.3% | - | |
0.0 | 3.7 | |
9 days ago | 5 months ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot_openvr
-
VR inputs (Quest 2 PCVR)
firstly im not using BastiaanOlij's openVR plugin, mainly because it seems out of date and most of the things in it refuse to open/work on my computer, but also because I dont want it to bridge my knowledge of godot and for me to use it as a replacement in the future.
-
Recommendations for open source VR software?
Yes, Godot is also in our game engine collection: https://ossinsight.io/collections/game-engine. Is this the VR project of Godot? https://github.com/GodotVR/godot_openvr
-
Struggling to get VR kinematic body to rotate
I have heard to try basis but I'm a bit new to godot. This is my code if you wouldn't mind giving me some tips on how to correct it for basis rotation, if that's what I'm messing up.
-
Godot OpenVR on Arch Linux does not work
Alternatively if you build the godot_openvr plugin from source https://github.com/GodotVR/godot_openvr, it comes with a small demo project in the demo/ subdirectory. As a heads up, the godot_openvr master branch has changed a lot compared to the latest release on the asset store and the existing tutorials might not apply 1:1.
-
Maintenance release: Godot 3.3.2
I found a bug affecting VR in Godot 3.3+.
OpenVR-MotionCompensation
-
It's race week! Here's a lap of Albert Park in my 2 DOF motion simulator
Instead it works well with an additional tracker and using this steamvr addon: https://ovrmc.dschadu.de/
-
Short video showing Boundary++ grid using WMR, Index and Vive controllers and Vive tracker at the same time
(basically anything that hooks vrserver to intercept calls from other drivers) cause many, many crashes on end user machines. They prevent the driver back-compatibility code in vrserver from working properly whenever changes are made to the driver interface.
What are some alternatives?
Godot - Godot Engine – Multi-platform 2D and 3D game engine
opentrack - Head tracking software for MS Windows, Linux, and Apple OSX
openvr-driver-example - This repository is an example on how to implement an Open VR driver that sends joystick and/or trackpad input to Open VR.
Revive - Play Oculus-exclusive games on the HTC Vive or Valve Index, scroll down for downloads and installation instructions.
Goost - A general-purpose, extensible and customizable C++ extension for Godot Engine.
opengloves-driver - An OpenVR Driver for VR Gloves
godot_openvr_fps - Repository for the OpenVR starter tutorial
aardvark - A platform for AR in VR
GodotSteam - An open-source and fully functional Steamworks SDK / API module and plug-in for the Godot Game Engine.
polymer - 🎨 graphics/interaction prototyping sandbox
luascript - Lua language support for Godot Engine
ALVR - ALVR is an open source remote VR display for Gear VR and Oculus Go. With it, you can play SteamVR games in your standalone headset.