Uploaded February 2019 | Updated September 2026, 1 week ago
This is the first part in a new tutorial series on handling weapons in VR using the Godot game engine.
This first part focuses on setup of the environment.
We'll build a basic scene with a setup where we'll be able to separate what gets rendered to the display from what is shown in the headset.
Then we'll load in a model of a gun range from a 3D assets website and use a GIProbe to set up lighting in this environment using emitting materials.
Links:
- Godot: godotengine.org
- OpenVR plugin sourcecode: github.com/GodotVR/godot_openvr
- VR commons plugin: github.com/GodotVR/godot-vr-common
- Gun range: cgtrader.com/3d-models/military/armor/shooting-range-interiors
Get the project (minus the range model) here:
github.com/BastiaanOlij/godot-vr-weapons
Follow me on twitter for updates, notifications and previews on what I'm working on: twitter.com/mux213
Support me on Patreon:
patreon.com/mux213
This is the first part in a new tutorial series on handling weapons in VR using the Godot game engine.
This first part focuses on setup of the environment.
We'll build a basic scene with a setup where we'll be able to separate what gets rendered to the display from what is shown in the headset.
Then we'll load in a model of a gun range from a 3D assets website and use a GIProbe to set up lighting in this environment using emitting materials.
Links:
- Godot: godotengine.org
- OpenVR plugin sourcecode: github.com/GodotVR/godot_openvr
- VR commons plugin: github.com/GodotVR/godot-vr-common
- Gun range: cgtrader.com/3d-models/military/armor/shooting-range-interiors
Get the project (minus the range model) here:
github.com/BastiaanOlij/godot-vr-weapons
Follow me on twitter for updates, notifications and previews on what I'm working on: twitter.com/mux213
Support me on Patreon:
patreon.com/mux213










