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- .. _doc_openxr_settings:
- OpenXR Settings
- ===============
- OpenXR has its own set of settings that are applied when OpenXR starts.
- While it is possible for OpenXR extensions implemented through Godot plugins to add additional settings,
- we will only discuss the settings in the core of Godot here.
- .. image:: img/openxr_settings.png
- Enabled
- -------
- This setting enables the OpenXR module when Godot starts.
- This is required when the Vulkan backend is used.
- For other backends you can enable OpenXR at any time by calling ``initialize`` on the :ref:`OpenXRInterface <class_openxrinterface>`.
- This also needs to be enabled to get access to the action map editor.
- You can use the ``--xr-mode on`` command line switch to force this to on.
- Default Action Map
- ------------------
- This specifies the path of the action map file that OpenXR will load and communicate to the XR Runtime.
- Form Factor
- -----------
- This specifies whether your game is designed for:
- - ``Head Mounted`` devices such as a Meta Quest, Valve Index, or Magic Leap,
- - ``Handheld`` devices such as phones.
- If the device on which you run your game does not match the selection here, OpenXR will fail to initialise.
- View Configuration
- ------------------
- This specifies the view configuration your game is designed for:
- - ``Mono``, your game provides a single image output. E.g. phone based AR;
- - ``Stereo``, your game provides stereo image output. E.g. head mounted devices.
- If the device on which you run your game does not match the selection here, OpenXR will fail to initialise.
- .. note::
- OpenXR has additional view configurations for very specific devices that Godot doesn't support yet.
- For instance, Varjo headsets have a quad view configuration that outputs two sets of stereo images.
- These may be supported in the near future.
- Reference Space
- ---------------
- Within XR all elements like the player's head and hands are tracked within a tracking volume.
- At the base of this tracking volume is our origin point, which maps our virtual space to the real space.
- There are however different scenarios that place this point in different locations,
- depending on the XR system used.
- In OpenXR these scenarios are well defined and selected by setting a reference space.
- Local
- ^^^^^
- The local reference space places our origin point at the player's head by default.
- Some XR runtimes will do this each time your game starts, others will make the position persist over sessions.
- This reference space however does not prevent the user from walking away so you will need to detect if the user does so
- if you wish to prevent the user from leaving the vehicle they are controlling, which could potentially be game breaking.
- This reference space is the best option for games like flight simulators or racing simulators
- where we want to place the :ref:`XROrigin3D <class_xrorigin3d>` node where the player's head should be.
- When the user enacts the recenter option on their headset, the method of which is different per XR runtime,
- the XR runtime will move the :ref:`XRCamera3D <class_xrcamera3d>` to the :ref:`XROrigin3D <class_xrorigin3d>` node.
- The :ref:`OpenXRInterface <class_openxrinterface>` will also emit the ``pose_recentered`` signal
- so your game can react accordingly.
- .. Note::
- Any other XR tracked elements such as controllers or anchors will also be adjusted accordingly.
- .. Warning::
- You should **not** call ``center_on_hmd`` when using this reference space.
- Stage
- ^^^^^
- The stage reference space is our default reference space and places our origin point at the center of our play space.
- For XR runtimes that allow you to draw out a guardian boundary this location and its orientation is often set by the user.
- Other XR runtimes may decide on the placement of this point by other means.
- It is however a stationary point in the real world.
- This reference space is the best option for room scale games where the user is expected to walk around a larger space,
- or for games where there is a need to switch between game modes.
- See :ref:`Room Scale <doc_xr_room_scale>` for more information.
- When the user enacts the recenter option on their headset, the method of which is different per XR runtime,
- the XR runtime will not change the origin point.
- The :ref:`OpenXRInterface <class_openxrinterface>` will emit the ``pose_recentered`` signal
- and it is up to the game to react appropriately.
- Not doing so will prevent your game from being accepted on various stores.
- In Godot you can do this by calling the ``center_on_hmd`` function on the :ref:`XRServer <class_xrserver>`:
- - Calling ``XRServer.center_on_hmd(XRServer.RESET_BUT_KEEP_TILT, true)`` will move the :ref:`XRCamera3D <class_xrcamera3d>` node
- to the :ref:`XROrigin3D <class_xrorigin3d>` node similar to the ``Local`` reference space.
- - Calling ``XRServer.center_on_hmd(XRServer.RESET_BUT_KEEP_TILT, true)`` will move the :ref:`XRCamera3D <class_xrcamera3d>` node
- above the :ref:`XROrigin3D <class_xrorigin3d>` node keeping the player's height, similar to the ``Local Floor`` reference space.
- .. Note::
- Any other XR tracked elements such as controllers or anchors will also be adjusted accordingly.
- Local Floor
- ^^^^^^^^^^^
- The local floor reference space is similar to the local reference space as it positions the origin point where the player is.
- In this mode however the height of the player is kept.
- Same as with the local reference space, some XR runtimes will persist this location over sessions.
- It is thus not guaranteed the player will be standing on the origin point,
- the only guarantee is that they were standing there when the user last recentered.
- The player is thus also free to walk away.
- This reference space is the best option of games where the user is expected to stand in the same location
- or for AR type games where the user's interface elements are bound to the origin node
- and are quickly placed at the player's location on recenter.
- When the user enacts the recenter option on their headset, the method of which is different per XR runtime,
- the XR runtime will move the :ref:`XRCamera3D <class_xrcamera3d>` above the :ref:`XROrigin3D <class_xrorigin3d>` node
- but keeping the player's height.
- The :ref:`OpenXRInterface <class_openxrinterface>` will also emit the ``pose_recentered`` signal
- so your game can react accordingly.
- .. Warning::
- Be careful using this mode in combination with virtual movement of the player.
- The user recentering in this scenario can be unpredictable unless you counter the move when handling the recenter signal.
- This can even be game breaking as the effect in this scenario would be the player teleporting to whatever abstract location
- the origin point was placed at during virtual movement, including the ability for players teleporting into
- locations that should be off limits.
- It is better to use the Stage mode in this scenario and limit resetting to orientation only when a ``pose_recentered`` signal is received.
- .. Note::
- Any other XR tracked elements such as controllers or anchors will also be adjusted accordingly.
- .. Warning::
- You should **not** call ``center_on_hmd`` when using this reference space.
- Environment Blend Mode
- ----------------------
- The environment blend mode defines how our rendered output is blended into "the real world" provided this is supported by the headset.
- - ``Opaque`` means our output obscures the real world, we are in VR mode.
- - ``Additive`` means our output is added to the real world,
- this is an AR mode where optics do not allow us to fully obscure the real world (e.g. Hololens),
- - ``Alpha`` means our output is blended with the real world using the alpha output (viewport should have transparent background enabled),
- this is an AR mode where optics can fully obscure the real world (Magic Leap, all pass through devices, etc.).
- If a mode is selected that is not supported by the headset, the first available mode will be selected.
- .. Note::
- Some OpenXR devices have separate systems for enabling/disabling passthrough.
- From Godot 4.3 onwards selecting the alpha blend mode will also perform these extra steps.
- This does require the latest vendor plugin to be installed.
- Foveation Level
- ---------------
- Sets the foveation level used when rendering provided this feature is supported by the hardware used.
- Foveation is a technique where the further away from the center of the viewport we render content, the lower resolution we render at.
- Most XR runtimes only support fixed foveation, but some will take eye tracking into account and use the focal point for this effect.
- The higher the level, the better the performance gains, but also the more reduction in quality there is in the users peripheral vision.
- .. Note::
- **Compatibility renderer only**,
- for Mobile and Forward+ renderer, set the ``vrs_mode`` property on :ref:`Viewport <class_viewport>` to ``VRS_XR``.
- .. Warning::
- This feature is disabled if post effects are used such as glow, bloom, or DOF.
- Foveation Dynamic
- -----------------
- When enabled the foveation level will be adjusted automatically depending on current GPU load.
- It will be adjusted between low and the select foveation level in the previous setting.
- It is therefore best to combine this setting with foveation level set to high.
- .. Note::
- **Compatibility renderer only**
- Submit Depth Buffer
- -------------------
- If enabled an OpenXR supplied depth buffer will be used while rendering which is submitted alongside the rendered image.
- The XR runtime can use this for improved reprojection.
- .. Note::
- Enabling this feature will disable stencil support during rendering.
- Not many XR runtimes make use of this,
- it is advised to leave this setting off unless it provides noticeable benefits for your use case.
- Startup Alert
- -------------
- If enabled, this will result in an alert message presented to the user if OpenXR fails to start.
- We don't always receive feedback from the XR system as to why starting fails. If we do, we log this to the console.
- Common failure reasons are:
- - No OpenXR runtime is installed on the host system.
- - Microsoft's WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
- - SteamVR is used but no headset is connected/turned on.
- Disable this if you support a fallback mode in your game so it can be played in desktop mode when no VR headset is connected,
- or if you're handling the failure condition yourself by checking ``OpenXRInterface.is_initialized()``.
- Extensions
- ----------
- This subsection provides access to various optional OpenXR extensions.
- Hand Tracking
- ^^^^^^^^^^^^^
- This enables the hand tracking extension when supported by the device used. This is on by default for legacy reasons.
- The hand tracking extension provides access to data that allows you to visualise the user's hands with correct finger positions.
- Depending on platform capabilities the hand tracking data can be inferred from controller inputs, come from data gloves,
- come from optical hand tracking sensors or any other applicable source.
- If your game only supports controllers this should be turned off.
- See the chapter on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
- Eye Gaze Interaction
- ^^^^^^^^^^^^^^^^^^^^
- This enables the eye gaze interaction extension when supported by the device used.
- When enabled we will get feedback from eye tracking through a pose situated between the user's eyes
- orientated in the direction the user is looking. This will be a unified orientation.
- In order to use this functionality you need to edit your action map and add a new pose action,
- say ``eye_pose``.
- Now add a new interaction profile for the eye gaze interaction and map the ``eye_pose``:
- .. image:: img/openxr_eye_gaze_interaction.webp
- Don't forget to save!
- Next add a new :ref:`XRController3D <class_xrcontroller3d>` node to your origin node
- and set its ``tracker`` property to ``/user/eyes_ext``
- and set its ``pose`` property to ``eye_pose``.
- Now you can add things to this controller node such as a raycast, and control things with your eyes.
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