Setting up XR/VR on Godot 4 | First Impressions, Passthrough, Hand tracking
Вставка
- Опубліковано 7 жов 2023
- In this video I shared my first impressions on the XR setup on Godot 4.
Tempted to make a tutorial out of it, but the guide on the documentation covers the setup process pretty well. Also, I guess speed-running it is more fun.
I was trying to search for the "Oculus Integration" plugin (because that's needed on Unity), and was genuinely surprised by the fact that passthrough and hand-tracking features came with Godot out of the box.
Overall, very easy to setup, and I would definitely recommend it to anyone who is interested in developing VR games. - Ігри
this hassle-free approach provided by Godot is one of primary factors that makes it very compelling to use both for experienced and beginner programmers. It cuts a lot of time going from idea to implementation!
i'm not going to use XR/VR anytime soon, but I'm leaving a comment to help with the algorithm.
Cheers!
Thanks!
Nice video! Pretty clear following through the steps. Android setup remains a pain, too many moving parts that we don't have control over but luckily once setup correctly, its reliable. For those who may spot the issue with the index, middle and ring fingers, that is fixed in the next 4.2 build :)
Good to know. I saw your tweet on the hand-tracking fix. Thanks for working on the XR features on Godot!
You've been working on this for pert near 7 years? Thank you so much for your efforts.
@@someanimatordude2925 Facebook gave me a reminder couple days ago, I think I even publicly shared it, that I posted a video 7 years ago on the dot showing the first integration of OpenVR with Godot.
So yeah, 7 years :)
It definitely has enough functionality at this point to build a lot of cool XR experiences.
They kicked ass on this.
I left Godot for Bevy, but came back because of the XR in Godot (not really in bevy yet - some starter efforts going on).
Amazing, would love to see more XR/MR development using Godot, especially with the Quest. Keep the content coming! THanks
You’re at the cutting edge my friend, great work!
Please continue!!
Excellent video and very helpful, thank you for sharing it, I hope you can continue providing more content about it.
👍👏
This is INSANE, thank you so much for this video. I'm looking forward to create some silly augments when it releases!
Excellent video, thank you for this. Subscribed.
awesome video thanks!
Thanks for the tutorial! Do you know if it's possible to pick up objects easily using tracked hands? How would you go about implementing something like this?
I recommend you take a look at "Godot XR Handtracking toolkit" github.com/RevolNoom/godot_xr_handtracking. Take note that its "Pickable" doesn't work with controllers.
@@boonmakesgames thanks!
Do you know how you add interactions the hands (from hand tracking) with objects (like collisions) .
Hi, you can take a look at this project github.com/patrykkalinowski/godot-xr-kit
W video thank u
Did you use Oculus Link here, or Virtual Desktop? I'm experiencing some issues with twisted hand models and fingers being tracked only when actually holding the controllers (this is with Godot XR tools assets). I'm using SteamVR, Quest 3 and Godot 4.1.2. You made it look so easy on the video and then when I got to it it felt like hitting a brick wall, lmao.
Nonetheless, amazing video.
I'm using Quest 2 with link, without SteamVR (my active OpenXR Runtime is Oculus). I didn't have Godot XR tools in my project when I was setting up the hand tracking. The hand models I used are from here: github.com/RevolNoom/godot_xr_handtracking/tree/main/assets/valve_hand_models
Did you have any luck getting hand tracking working?
@@mrjubbleTV As far as I tried, I did not. If I understand it correctly, one can only access the hand tracking when having dev access in the Quest... But it feels like I'm missing a piece here.
Perhaps there is a workaround I'm not aware of, but I did a bunch of research and the consensus was that hand tracking is NOT accessible in PCVR otherwise. Threads about using it in VRchat and such. Also, hand tracking is not available in the Oculus PC app so I have no clue how on earth it would be usable in apps connecting to the Quest via the app... this whole thing really boggles me. 😭
@@dagonrevenge2309 From what I can tell, to pass hand tracking and passthrough data to PC, a users account must be a developer account. This kinda blows because PCVR users will not have hand tracking in game unitl that information is passed in the normal runtime. I think we just have to wait for Meta to pass it for all users
Great video! Just one question, I´m trying to do the hand tracking, but I can´t get right the finger tracking, it only shows the hand model as a static object where my hands are. I think it has to do with that MeshInstance3d called "vr_glove_left_slim" you have as a child to the skeleton or the superior Node3D called Armature, how did you get that part?
Did you have the developers option turned on? In the oculus PC app.
@@boonmakesgames yeah, and it gives an error on every bone, "couldn´t obtain bone for Ring_Tip_R" and so an so, so I guess is getting no skeleton, but it should go inside the hand model either it is a glb or gltf, right?
@@albertoperez5189 The bone names has to be the exact same name as the list here: docs.godotengine.org/en/stable/tutorials/xr/openxr_hand_tracking.html. You can try to edit them in blender.
But how do you do it without VR?
Is there any way of downloading this Project? I can't move my fingers when I copy your steps.
Meta doesn't allow hand tracking data to stream via the AirLink or QuestLink, without a developer account. You'll need to have the developer option turned on for it. Alternatively you can build the game as a standalone quest app and see if the handtracking work on your Quest.
How are you able to use hand tracking with Forward+? I'm using a quest 3 with airlink and my handtracking data does not seem to pass to the engine
I'm using Quest 2 with airlink. Is Oculus your OpenXR runtime? You can check it in the PC oculus app, Settings>General>OpenXR runtime
Maybe you'll need to turn on "Developer runtime features" in PC oculus app, Settings>Beta as well
@@boonmakesgames Thanks for getting back, yes it is my default, I'm gonna try reinstalling it to see if that fixes it.
@@boonmakesgames Ah, I think that's it, I have to sign in with my developer credentials
can you provide the files for the hand step? I am having trouble getting that part working
Sorry for the late reply. I got it from this repo: github.com/RevolNoom/godot_xr_handtracking, under the assets folder.
unity to godot speedrun any%