You have created another chain of awesome VR development that you will probably never see. Thank you so much for doing the early simple Godot VR tutorial again.
thank you for making this! I followed this and the only other thing I had to do is disable V-Sync in the project settings, as I was getting extreme jitter with it enabled
great tutorial, I spent little while getting up to speed with this in unity, but with all that's happened in unity recently now its time to jump ship and try the equivalent VR hello world in Godot.
Thank you very much! I tiried C++ game engine with working example, but my own project did not compiled. Now I can go further! P.S.^ I used capsule mesh for controllers.
I know this is a few months old now, so hopefully someone else has troubleshooted this. I'm getting this output when launching: "OpenXR: No viewport was marked with use_xr, there is no rendered output!" XRCamera3d is selected as current. I can see the scene on my monitor with debugger, but it's just black in my headset. I have tried running through Virtual desktop and it seems to initialize, but just black screen in headset.
hey i know its been almost a year but when i connect my quest 2 to my pc via cord and run the game i get the error message saying it will run in normal mode please help
Also another question, doesnt it seem that the hands are too far away from our headset? I've followed the tutorial and works perfectlly but the hands seem far away from my face.
man i've been trying to find the right resources to use godot 4 with vr on mac os cause ive been getting some bullshit errors with the export templates
hmmm... i see the head tracking on my monitor but i dont get an image inside the headset (valve index) Edit: also noticed my secondary screen is switching to some kind of "dark mode" if i run the code
when trying to run scene, i get: OpenXR: Failed to get system for our form factor [ XR_ERROR_FORM_FACTOR_UNAVAILABLE ] plus i get a popup that says: openxr was requested but failed to start. please check if your HMD is connected. when usihng windows MR please note that WMR only has directx support' make sure steamvr is your default openxr runtime. godot will start in normal mode. anyone get this too ? help ?
ok at last found a fix for this: first, you can do all this wirelessly no need to connect a cable from your oculus 3 to the computer just be on the same network. 1. close the oculus app on windows if it is open 2. open steam and run steamVR, a small window will appear with the title STEAMVR and version (2.4.4 for me), click the hamburger menu, goto settings and you will have a button on the right to make openXR current runtime to be steamVR. 3. restart oculus headset 4. open the steam link app in oculus, connect to the computer That's it, run the scene in godot and then in oculus choose the active desktop with the game
Question, I dont know if you ever worked with Crocotile, but would it be able to join projects made from that software and implement them in a VR space?
For me everything works but the video output on my Oculus Rift CV1. I get: "OpenXR: No viewport was marked with use_xr, there is no rendered output!" I set up everything exactly as you did and copyed your code. I am even able to look around with the headset on my Monitor but the headset keeps black. I got vr running with Godot 3.5 so it shouldn`t be a problem with my setup. Thanks for the awesome tutorial though!
@@plertains THIS - had the same issue, and only realised when watching another tutorial. It's easy to jump straight into a script creating screen without noticing that the script was opened using the Add Script button at 2:11. If the script is manually created separately, you have to attach it to the World node manually and all should be good. Built my first Quest 3 VR experience in GODOT using the new GODOT app from Horizon OS inside the Quest 3! Planning to make GODOT my engine of choice now
@@SMS-fbx vr controller inputs are very difficult to set up, because they use a new action map system and not the typical input map, and i havent found any good tutorials.
You would need the Oculus app on your computer, setup AirLink and you’re good to go, but using a wire also works. You just need to go through a quick setup procedure on the app iirc, I used to have a quest 2 but haven’t used one in months.
@@KrystofKlestil1337 It works pretty well, but I suggest you get wifi 6 hardware. It's not that expensive, but performance is much more stable and probably better than with wifi 5. I've tried wifi 5 and it didnt work so well. For development, get a solid usb c cable (A to C will work, doesnt have to be C at both ends.. just saying), as long as it's suited for high bandwidth. You don't want to run out of battery, while developing. 🙂
1) Make sure you got lighting in your scene or, at least, that your skybox generate lighting. (I know it's stupid, but gotta point it out.) 2) Make sure you got the Oculus Software installed and launched. Setting it to be the default OpenXR application launcher may also be required in this particular case. (If it's not set as the default OpenXR launcher, there should be a notice when you launch the software on the PC that offers you the open to enable it.) While it might be possible to run Godot with SteamVR, you need to install SteamVR API in your project (which isn't covered in this video). Just in case, to know if the game launches properly, 1 small trick is to run an audio sound/file when the game launch (initially at least). If you can hear the sound, then you know the scene is properly loaded and the issues comes from the view/viewport parameters or something like that. If there's no sounds, then you know that it's the VR/XR application that fails to properly run the OpenXR app from Godot.
idk why but it just crash when i launch the World scene, when i launch the Player scene only i can move my hand and i see it on my computer screen but nothing on the headset of course
@@VirtualReality-zv5oh (reposting my comment since it got deleted because of the godot link) hey sorry for the late response, here's what's in my output: "--- Debugging process started --- Godot Engine v4.0.stable.official.92bee43ad OpenXR: Running on OpenXR runtime: Oculus 1.81.0 OpenXR: XrGraphicsRequirementsVulkan2KHR: - minApiVersionSupported: 1.0.0 - maxApiVersionSupported: 1.0.0 OpenXR: Requested Vulkan version exceeds the maximum version this runtime has been tested on and is known to support. - desired_version 1.2.0 - minApiVersionSupported 1.0.0 - maxApiVersionSupported 1.0.0 Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Laptop GPU
yipee --- Debugging process stopped ---" Also i opened steamVR before Godot :/
Dang....setting up VR in Godot is like 100 times easier than Unity's roundabout bullshit. Just getting left and right controllers in Unity is like pulling teeth....here it's a dropdown box.
MY GOSH SLOW DOWN!!!!! take a breath.... sadly getting errors on the first line "func _ready(): -> void:" error: load_supported_etensions: OpenXR: failed to enumerate number of extension properties... using version godot 4 now...
in my opinion you should try do another video tutorial using some inviroment made by some godot artist and explore the level, like some beach or forest or a horror scene the video has the informations but fails a little on presentation... hope i have gived to you a good insight !
You have created another chain of awesome VR development that you will probably never see.
Thank you so much for doing the early simple Godot VR tutorial again.
Thanks! It's crazy easy to set up VR in Godot
On Godot 4.2.2, I was getting a few errors. To get rid of them, I had to enable eye tracking and shaders, from the project settings menu.
SO SIMPLE AND TO THE POINT AND IT WORKS FLAWLESSLY THANK YOU SIR
Wow! They really simplified the process since Godot 3!
This is genuinely one of the coolest things that is super easy to do in Godot. I've always wanted to create VR games.
Thank you so much for this! I can't believe how easy this is. Much appreciated
Wow, such an improvement from 3.x. Thanks for the tutorial!
Thank you. IDK why it needed the death of unity for me to switch to this amazing engine, but I am glad I did. Better late than never :D
thank you for making this! I followed this and the only other thing I had to do is disable V-Sync in the project settings, as I was getting extreme jitter with it enabled
Wow perfect tutorial just straight to the point I got it set up in 4 minutes like you said
Thanks for the tutorials just what i needed 👍
great tutorial, I spent little while getting up to speed with this in unity, but with all that's happened in unity recently now its time to jump ship and try the equivalent VR hello world in Godot.
Super helpful and succinct, thanks for the walkthrough!
awesome as always!
great job!
Great tutorial! Can you do a more in detail one including detecting VR inputs using the XR action map and other stuff at some point?
Thank you very much!
I tiried C++ game engine with working example, but my own project did not compiled.
Now I can go further!
P.S.^ I used capsule mesh for controllers.
thanks man, this helped a lot!
I know this is a few months old now, so hopefully someone else has troubleshooted this. I'm getting this output when launching:
"OpenXR: No viewport was marked with use_xr, there is no rendered output!"
XRCamera3d is selected as current. I can see the scene on my monitor with debugger, but it's just black in my headset. I have tried running through Virtual desktop and it seems to initialize, but just black screen in headset.
Hi, make sure the script is attached to the world node
it is because of the rendering options. In case of Rendering Method use forward plus and for mobile and web gl_compatibility. I had the same error
hey i know its been almost a year but when i connect my quest 2 to my pc via cord and run the game i get the error message saying it will run in normal mode please help
did u ever got it fix????
I followed this tutorial and when I ran the project it showed the camera's view in the viewport but not in the actual headset. Any way to fix this?
Also another question, doesnt it seem that the hands are too far away from our headset? I've followed the tutorial and works perfectlly but the hands seem far away from my face.
man i've been trying to find the right resources to use godot 4 with vr on mac os cause ive been getting some bullshit errors with the export templates
Bloopers!
How do you make the little symbol behind func in the script?
you dont type that, thats part of godot's editor
based openxr okayu fan
hmmm... i see the head tracking on my monitor but i dont get an image inside the headset (valve index)
Edit: also noticed my secondary screen is switching to some kind of "dark mode" if i run the code
How to make mobile(Android) VR Game?
love you
when trying to run scene, i get:
OpenXR: Failed to get system for our form factor [ XR_ERROR_FORM_FACTOR_UNAVAILABLE ]
plus i get a popup that says:
openxr was requested but failed to start. please check if your HMD is connected. when usihng windows MR please note that WMR only has directx support' make sure steamvr is your default openxr runtime. godot will start in normal mode.
anyone get this too ? help ?
ok at last found a fix for this:
first, you can do all this wirelessly no need to connect a cable from your oculus 3 to the computer just be on the same network.
1. close the oculus app on windows if it is open
2. open steam and run steamVR, a small window will appear with the title STEAMVR and version (2.4.4 for me), click the hamburger menu, goto settings and you will have a button on the right to make openXR current runtime to be steamVR.
3. restart oculus headset
4. open the steam link app in oculus, connect to the computer
That's it, run the scene in godot and then in oculus choose the active desktop with the game
Question, I dont know if you ever worked with Crocotile, but would it be able to join projects made from that software and implement them in a VR space?
Literally as you would a regular game, yeah.
@@Eavontide yeah works perfectlly tried it a couple of weeks ago
I get massive flickering with Godot 4 on the Quest 3.
Thank you very much!
but how do you hook it to your vr tho?
For me everything works but the video output on my Oculus Rift CV1. I get:
"OpenXR: No viewport was marked with use_xr, there is no rendered output!"
I set up everything exactly as you did and copyed your code. I am even able to look around with the headset on my Monitor but the headset keeps black. I got vr running with Godot 3.5 so it shouldn`t be a problem with my setup.
Thanks for the awesome tutorial though!
I'm also getting this issue, did you ever fix it?
@@LaggyMcStab sadly not, if I ever do, I'll post it here.
make sure the script is attached to the world node
@@plertains THIS - had the same issue, and only realised when watching another tutorial. It's easy to jump straight into a script creating screen without noticing that the script was opened using the Add Script button at 2:11. If the script is manually created separately, you have to attach it to the World node manually and all should be good. Built my first Quest 3 VR experience in GODOT using the new GODOT app from Horizon OS inside the Quest 3! Planning to make GODOT my engine of choice now
Wow, that was amazing. Now how to load a model from Google Sketchup
Just download the glb, or any other 3d model file supported by godot and drag and drop it into a scene
can you make a tutorial for getting controller inputs/grabbing stuff?
I haven't done this myself but al you should need to do is check if the trigger is being held and then make certain object stick to your hand if so
@@SMS-fbx vr controller inputs are very difficult to set up, because they use a new action map system and not the typical input map, and i havent found any good tutorials.
does this work with gui's? if so do I need to setup something else?
They'd probably need to be physical GUIs attached to the camera.
I have a quest 2, is there anything I need to do with apart from just plugging into the PC, prior to this?
You would need the Oculus app on your computer, setup AirLink and you’re good to go, but using a wire also works. You just need to go through a quick setup procedure on the app iirc, I used to have a quest 2 but haven’t used one in months.
@@NADLABS is there a headset you recommend ? Whats the best one to invest in atm??
@@NADLABS didn't know airlink was a thing, fantastic!
@@KrystofKlestil1337 It works pretty well, but I suggest you get wifi 6 hardware. It's not that expensive, but performance is much more stable and probably better than with wifi 5. I've tried wifi 5 and it didnt work so well. For development, get a solid usb c cable (A to C will work, doesnt have to be C at both ends.. just saying), as long as it's suited for high bandwidth. You don't want to run out of battery, while developing. 🙂
everything is a black screen for me in vr
1) Make sure you got lighting in your scene or, at least, that your skybox generate lighting. (I know it's stupid, but gotta point it out.)
2) Make sure you got the Oculus Software installed and launched. Setting it to be the default OpenXR application launcher may also be required in this particular case. (If it's not set as the default OpenXR launcher, there should be a notice when you launch the software on the PC that offers you the open to enable it.)
While it might be possible to run Godot with SteamVR, you need to install SteamVR API in your project (which isn't covered in this video).
Just in case, to know if the game launches properly, 1 small trick is to run an audio sound/file when the game launch (initially at least). If you can hear the sound, then you know the scene is properly loaded and the issues comes from the view/viewport parameters or something like that. If there's no sounds, then you know that it's the VR/XR application that fails to properly run the OpenXR app from Godot.
@creationsmaxo I can see my hands on the pc screen but can't in vr so it might not be a lighting issue but I'll check
idk why but it just crash when i launch the World scene, when i launch the Player scene only i can move my hand and i see it on my computer screen but nothing on the headset of course
Is in the xr_camera settings current checked? 🤔
@@VirtualReality-zv5oh yep, also i downloaded your project and it also crash so idk
@@unpseudototalementnormal517 It's not my project. 😀 Only thought i could help. I cloned and started it. It worked fine. What's in your output?
I found that having SteamVR open beforehand can help prevent crashes. Also thank you for helping out Virtual Reality2017 :)
@@VirtualReality-zv5oh (reposting my comment since it got deleted because of the godot link) hey sorry for the late response, here's what's in my output:
"--- Debugging process started ---
Godot Engine v4.0.stable.official.92bee43ad
OpenXR: Running on OpenXR runtime: Oculus 1.81.0
OpenXR: XrGraphicsRequirementsVulkan2KHR:
- minApiVersionSupported: 1.0.0
- maxApiVersionSupported: 1.0.0
OpenXR: Requested Vulkan version exceeds the maximum version this runtime has been tested on and is known to support.
- desired_version 1.2.0
- minApiVersionSupported 1.0.0
- maxApiVersionSupported 1.0.0
Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Laptop GPU
yipee
--- Debugging process stopped ---"
Also i opened steamVR before Godot :/
Dang....setting up VR in Godot is like 100 times easier than Unity's roundabout bullshit. Just getting left and right controllers in Unity is like pulling teeth....here it's a dropdown box.
Súper. Lol!
MY GOSH SLOW DOWN!!!!! take a breath.... sadly getting errors on the first line "func _ready(): -> void:" error: load_supported_etensions: OpenXR: failed to enumerate number of extension properties... using version godot 4 now...
😂 listen faster. *Edna Mode* "NO BREATHS"
in my opinion you should try do another video tutorial using some inviroment made by some godot artist and explore the level, like some beach or forest or a horror scene the video has the informations but fails a little on presentation... hope i have gived to you a good insight !
to bad we cant use VR in linux....
Really?
@@Evitrea sorry, i mean oculus, you can its hard.
@@voc007 Don't worry, Valve will get back to VR and introduce impressive compatibility layer...maybe 4 years later
Dont use linux.. cringe af
@@waltuh4716 dude you're in a Godot thread, where most of the core developers daily drive linux
WAAAAAAAAAAAAAAAY easier than unity
Tbh I had to lower the speed of the video to follow along. I'm too sick to keep up, right now.
Thanks nad, this is helpful!