Bastiaan Olij
Godot VR Quest development - compiling the latest plugin.
updated
- PR for this work: github.com/godotengine/godot/pull/94427
- Example repository: github.com/BastiaanOlij/test-custom-shader-templates (see PR no. 2).
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This is an advanced level feature that allows you to override Godots build in scene shader.
In this stream we'll talk about what it can currently do, what will likely be possible in the future, and build an example template that applies simple LdotN lighting without all the PBR bells and whistles.
- PR for this work: github.com/godotengine/godot/pull/94427
- Example repository: github.com/BastiaanOlij/test-custom-shader-templates (see PR no. 2).
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The plushie model is by FR3NKD (https://x.com/FR3NKD).
DanielSnd animated it.
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This allows us to occlude virtual objects behind real world objects.
itch.io/jam/godot-xr-game-jam-july-2024
docs.godotengine.org/en/latest/tutorials/xr/ar_passthrough.html#shadow-to-opacity
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In this stream we setup a basic XR project aimed at the Quest 3, use hand tracking and look into Metas scene API to get information about my room.
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Links:
- itch.io/jam/godot-xr-game-jam-july-2024
- itch.io/jam/godot-xr-game-jam-july-2024/community
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In this quick video we'll install Metas XR Simulator and configure Godot so it will use it.
Timecodes:
00:00 Introduction
00:20 Download the Meta XR Simulator
00:30 Extracting the simulator
01:15 Configuring the Godot editor
02:30 Using the XR simulator
Links:
- developer.oculus.com/documentation/native/xrsim-intro
- developer.oculus.com/downloads/package/meta-xr-simulator
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With the pending release of Godot 4.3 there are a number of improvements and changes coming to Godot.
In this video we look at the simplification of switching between AR and VR modes using Godot 4.3
Timecodes:
00:00 Introduction
01:05 Starting with Godot
01:20 Updating the vendor plugin
02:15 Project settings and blend modes explanation
03:40 Export settings
04:30 Updating the build templates
04:45 Adding a reference object (Table)
05:00 Create a physical toggle switch
05:40 Adding physics bodies to the hands
06:15 Creating our toggle script
09:00 Reacting to our toggle
09:40 Switch to AR code
10:40 Switch to VR code
11:40 Demonstration and outro
Links:
- youtube.com/watch?v=shbHGhkh4NM
- github.com/GodotVR/godot_openxr_vendors/releases
Godot VR games highlited:
- Immersive Home, youtube.com/@immersive-home
- Interstellar Pitstop MR, devpost.com/software/interstellar-pitstop-mr
Source code:
- github.com/BastiaanOlij/godot4_tutorial/tree/godot_43_ar_passthrough
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I'll be publishing versions of this game here: mux213.itch.io/godot-xr-kart
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After that we duplicated the project and started adding textures and assets to start making it all look a bit better in preparation for adding some simple multiplayer logic. That however will be the subject of the next stream!
I'll be publishing versions of this game here: mux213.itch.io/godot-xr-kart
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I'll add timestamps later after I get some sleep :)
WIP PR for adding this demo to the Godot demo repo:
github.com/godotengine/godot-demo-projects/pull/1012
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After that we spend some time adding a new page to the Godot documentation to detail out a more elaborate startup script, explaining the various signals the OpenXR interface emits, and other related subjects.
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Afterwards just had a nice discussion with chat.
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After that we worked some more on the drum game, we mocked up a stage, and made a very simple start to the UI of the main menu system.
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Links:
- Gamejam page: itch.io/jam/godot-xr-game-jam
- Godot community page: godotengine.org/community
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Timecodes:
00:00 Introduction
00:34 Godot XR Game Jam
00:55 Godot community
01:08 My Discord channel
01:20 Malcolm Nixons channel
01:35 Downloading Godot
02:30 Building a simple XR project
03:00 Project settings
03:25 Creating our scene
04:55 Adding environment to our scene
05:20 Startup code
05:45 Testing our project (PCVR)
06:10 OpenXR project settings for Godot 4.2
07:10 Deploying to stand alone headsets (Android based)
07:50 Installing OpenJDK
08:10 Installing and configuring Android Studio
08:55 Creating our debug keystore
09:20 Godot editor settings
09:50 Installing export templates
10:05 Godot 4.1 specific steps
10:10 Install OpenXR loaders plugin
10:25 Install Android build templates
10:35 Creating export presets
12:00 Selecting the runnable preset
12:20 Enabling ETC2/ASTC
12:35 Enabling remote debug
12:40 Testing our project (Stand alone)
13:05 Godot 4.2+ specific steps
13:15 Installing vendors plugin
14:10 Install Android build templates
14:15 Enabling the vendors plugin
14:30 Creating export presets
15:40 Enable remote debug
15:45 Testing our project (Stand alone)
16:00 Wrap up
Links:
- itch.io/jam/godot-xr-game-jam
- youtube.com/@MalcolmANixon
- godotengine.org
- docs.godotengine.org/en/stable/tutorials/xr/setting_up_xr.html
- docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html
- github.com/GodotVR/godot_openxr_vendors/releases
- github.com/godotengine/godot-demo-projects/tree/master/xr
- github.com/godotvr/godot-xr-tools
Godot VR games highlited:
- Badaboom: meta.com/en-gb/experiences/5816419461787331
- Cocaine shark: nubus.itch.io/cocaine-shark-vr
- Virtual hoops: xplats.itch.io/virtual-hoops-vr
Source code:
- For Godot 4.1: github.com/BastiaanOlij/godot4_tutorial/tree/getting_started_41
- For Godot 4.2: github.com/BastiaanOlij/godot4_tutorial/tree/getting_started_42
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We made the instruments part of our song structure so different songs can have different instruments.
We added some color coding to the different instruments and their notes.
We added a system for spawning scenes on failed and successful notes.
And we played around with particles when the player hits the drums.
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Godot docs tutorial: docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html
LegionGames tutorial: youtube.com/watch?v=_FRiPPbJsFQ
I'm using this PR for MSAA in compatibility: github.com/godotengine/godot/pull/83976
Sounds:
- hihat: freesound.org/people/TheFlakesMaster/sounds/399897
- kick drum: freesound.org/people/ScreamStudio/sounds/410149
- snare drum: freesound.org/people/KEVOY/sounds/82238
- floor tom: freesound.org/people/mixmasterdylan/sounds/521704
- hi tom: freesound.org/people/mixmasterdylan/sounds/521709
- crash: freesound.org/people/mixmasterdylan/sounds/521710
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I go into a quick overview of the staging system in XR Tools, this is an optional system that provides background loading and scene switching out of the box including a loading screen that is shown while a level loads.
After this we build a simple project where the player can move around.
A small gun prop is added with a simple raycast based shooting mechanism.
Finally we get to the subject I wanted to look at during the stream, implementing a holo sight.
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The idea is for this to form the basis of an implementation that would use a Godot shader and material to perform a full screen post processing pass.
Knock on wood but it also looks like my internet connection issues are finally resolved so the recording quality should be better. Also using my new camera :)
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Afterwards we spend a good 2 hours talking about all sorts of things.
Link to the project we're discussing here: github.com/BastiaanOlij/RERadialSunRays
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In this stream we have a first in depth look at using the TiltFive with Godot.
We hit a few snags at the beginning but soon have it up and running.
It's not perfect yet, we're using beta drivers and the Godot support is largely untested, but it's close.
I might do a few more streams on this subject in the near future and see if we can work out some kinks.
You can find the Godot TiltFive drivers here: github.com/GodotVR/TiltFiveGodot4/releases
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We'll spawn ejected shells and spawn fired bullets.
Timecodes:
00:00 Introduction
00:20 Keeping track of ammo
02:20 Loading a bullet into our gun
04:30 Creating the slide mechanism
09:00 Creating our ejected shell spawner
11:45 Fixing a few small problems
14:45 Demo of slide and reload logic
15:35 Creating our bullet spawner
16:15 Adding our muzzle flesh
17:25 Creating our action method
18:00 Creating our empty shoot animation
18:50 Creating our shoot animation
21:20 Creating our bullet
22:05 Spawning our bullet
22:35 Final demonstration
Links:
- github.com/BastiaanOlij/godot-xr-tools-tutorial - GitHub repository for this tutorial
- godotengine.org - Godot Engine website
- godotvr.github.io/godot-xr-tools - Documentation about XR Tools
- godotvr.github.io/godot-xr-tools/docs/physics_layers - Description of physics layers
- opengameart.org/content/low-poly-tools - Tools objects
- opengameart.org/content/lowpoly-pistol - Pistol model
- freesound.org/people/Pjkasinski3/sounds/171614 - Magazine load sound
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You can find the changes we've done here: github.com/BastiaanOlij/vehicle-demo/pull/15
Apologies for the difficulties in the stream. For some reason I'm not getting any high upload speeds and suspect my ISP may have started throttling me.
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Successful was setting Godot 4 up with the XR camera output going to a separate viewport so we could introduce a normal camera to output to screen. Also using an HTC Vive tracker to control the positioning of this camera was a success.
More problematic was the limited space available and not being able to properly green screen the environment. Attaching the HTC Vive tracker to an actual camera and trying to line up the image proved difficult. But as a proof of concept it worked well. I now need to think about getting a proper setup done.
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These allow the player to attach objects to other objects.
Time codes:
00:00 Introduction
00:25 XR Tools Physics Layers
01:20 Creating our tools board
01:55 Creating our Axe
03:15 Creating a new reusable highlight material
04:10 Creating a snapzone for our Axe
05:25 Adding the Axe snapzone to our board
05:45 Demoing our Axe snapzone
06:10 Creating our gun scene
07:30 Creating our belt/holster snapzones
08:15 Demoing our belt/holster snapzones
08:25 Creating our magazine scene
09:55 Add snapzone, animation and logic for reloading
14:15 Final demo showing reloading
Links:
- github.com/BastiaanOlij/godot-xr-tools-tutorial - GitHub repository for this tutorial
- godotengine.org - Godot Engine website
- godotvr.github.io/godot-xr-tools - Documentation about XR Tools
- godotvr.github.io/godot-xr-tools/docs/physics_layers - Description of physics layers
- opengameart.org/content/low-poly-tools - Tools objects
- opengameart.org/content/lowpoly-pistol - Pistol model
- freesound.org/people/Pjkasinski3/sounds/171614 - Magazine load sound
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Links:
- godotengine.org - Godot Engine website
- github.com/GodotVR/godot_openxr_loaders/releases - Godot OpenXR loaders for Android
- docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html - Export Godot on Android
- docs.godotengine.org/en/latest/tutorials/xr/index.html - Godot XR tutorials
- godotvr.github.io/godot-xr-tools - Documentation about XR Tools
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This video is specifically targeted at using Godot at game jams.
Timecodes:
00:00 Download requirements
00:35 Install components
00:55 Create project
01:10 Install export templates
01:35 Godot XR template overview
02:20 Create a new level
03:35 Create our toy gun scene
06:00 Create our foam bullet scene
06:50 Spawning or bullet
07:55 Adding a highlight to our toy gun
08:50 Adding our toy gun to our scene
09:10 Creating a target
10:25 First demo
10:35 Adding sound effects
11:20 Final demo
Disclaimer, it probably took about 3 - 4 hours to actually create the game featured in this video.
The majority of that time was spend putting the environment together.
Links:
- godotengine.org - Godot Engine website
- github.com/GodotVR/godot-xr-template - The template we are using here
- https://kenney.nl/ - Free game assets from Kenney
- freesound.org - Free sound assets for your game
- godotvr.github.io/godot-xr-tools - Documentation about XR Tools
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You can find the branch with the code written during this stream here:
github.com/BastiaanOlij/godot4_openxr_demo/tree/PlayerBodyTest
This is all written in Godot 4 but the code should be very similar in Godot 3.x
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Timecodes:
00:00 Introduction
01:24 Creating a pickable object
03:15 Adding pickup functions to our hands
03:50 Adding a highlight to our object
04:40 Adding grab points to our object
06:05 Final demo
Links:
- github.com/GodotVR/godot-xr-tools
- github.com/BastiaanOlij/godot-xr-tools-tutorial
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The whole setup ensures you can control the player in the same way as you would in a non-XR game.
You can find the branch with the code written during this stream here:
github.com/BastiaanOlij/godot4_openxr_demo/tree/PlayerBodyTest
This is all written in Godot 4 but the code should be very similar in Godot 3.x
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By the end we got everything working fairly decently , good enough that I only need to tweak values to make it work perfectly. It will be some weeks before I turn this all into the next episode of the object interaction tutorial so this is a good sneak peak on what is coming.
I don't know when I will be doing the next adhoc one, that all depends on how quickly I get the tutorial together or if there are other things I want to experiment with so for live streams catch me on my next fixed Friday night stream.
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Timecodes:
00:00 Introduction
01:25 Github repository
02:45 Getting started
Links:
- github.com/GodotVR/godot-xr-tools
- youtube.com/watch?v=LZ9UKR48b0Y
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So I figured I'd take a few hours today to stream my normal dev work and see how it goes, whether it is entertaining, and whether it will be a distraction or actually help me get some work done.
I'm currently working on the VR editor in Godot, this is still very early days so not much works yet. I'll be trying to fix an input issue I had and restructuring the work I've done so far to make everything work stand alone.
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Timecodes:
00:00 Introduction
01:00 Downloading Godot 4 beta 2
01:30 Creating our project
02:00 Changing our project settings
03:00 Setting up our scene
05:15 Writing our initialization script
05:50 Setting up our environment
06:15 Testing on desktop
06:45 Introducing our Godot XR Tools library
07:35 Setting up for Android deployment
08:40 Installing our Android OpenXR loaders plugin
09:15 Configuring our export in Godot
10:15 Testing on the Meta Quest
Links:
- godotengine.org/article/dev-snapshot-godot-4-0-beta-2
- github.com/GodotVR/godot-xr-tools/tree/4.0-dev
- docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html
- github.com/godotvr/godot_openxr_loaders
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6:10 First we cleaned up the vehicle demo so it works in Godot 3.4
1:08:30 We also did a few small improvements to my physics demo project so the explosion at the end works properly
1:35:35 Finally we build the basics of an enemy AI for our dragon in our dungeon game.
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Timestamps:
- 2:30 setting up the project
- 7:00 adding Godot XR Tools for locomotion
- 9:40 exporting to Quest
Links:
- godotengine.org/download/windows
- docs.godotengine.org/en/stable/tutorials/vr/index.html
- docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html
- developer.android.com
- wahooney.itch.io/texture-grid-generator
- github.com/GodotVR/godot_openxr
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In this tutorial I explain the logic for a climbing mechanic in VR.
Get the project here:
github.com/BastiaanOlij/godot_vr_climbing_demo
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- Both left and right arms are now controlled by IK
- You can fire your right hand gun (no support for left hand sorry)
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Links:
- GDExtensions branch on Vnen's github repository: github.com/vnen/godot-cpp/tree/gdnative-extensions
- XR Reference implementation: github.com/GodotVR/godot_xr_reference
- My pastebin with vscode json files for GDExtensions: pastebin.com/u/Mux213/1/e671VqK2
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Please consider subscribing to my channel if you enjoyed the content.
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