I've just been looking into how I might dive into Godot and WebXR more, and ran into this tutorial - thank you! I'm still very new to it all and not quite sure where I want to go with it, but this gives me a great starting point to explore. :)
Awesome video! Thank you for this guide into webXR for godot, it has helped me a lot! I did however run into the error that when I ran the setup shown in this video, the immersive VR on my Quest 2 was just completely black. After some investigation I used your example project as guidance. I copied the 'autoload' and 'addons' folders to my own project, which now works like a charm!
Thanks! Hm, I'll need to rewatch the video and see if there is anything out-of-date in it that would prevent the instructions here from working. I have continued to update the text version of this tutorial, which has some newer recommendations, but nothing I thought was critical to making it work. Anyway, thanks for letting me know!!!
Goodney! You're officially a legend. Thank you so much for contributing to Godot. I can imagine a hotel for example being delighted to offer a VR/AR experience of their site on their site. Mostly, it's very cool. Thanks again.
Just wanted to say that another REALLY big field here is side-loading... Tons of entertainment solutions that can be provided for small business. Just wanted to mention one other thing, which I'm not trying to criticize, just offering up a suggestion which is not to "do things" inside functions where you're asking a question. In other words, a clear separation of procedures and functions (commands and queries) - side effect free functions (side effects are the hardest bugs to find often)
Hi, it wonders me that, you copy two times: '$ARVROrigin/LeftController.connect("button_release", self, "_on_LeftController_button_release")' and also 'func _on_LeftController_button_release(button: int) -> void: print ("Button release: " + str(button))' Does that makes sense, or shouldn't it be LeftController and *Right*Controller? Also on your Scene you have it named: 'RightControllor'.
This is awesome! Thank you so much for sharing this! Do you know of an explainer or tutorial about how to prepare godot enige with this library? I get an error it's missing. Thanks again!
Hm, I'm not sure I totally understand your problem, but there is a text version of this tutorial which should explain everything you need to make a WebXR app with Godot: www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot I hope that helps! If you have any specific questions, please just ask :-)
Hm. Thanks for letting me know about the CAPTCHA issue! Comments did work at one point. :-/ Anyway, feel free to ping me on Discord (link my server on the website, but I'm also on the Godot one) or the Godot RocketChat or Twitter or elsewhere and I can try to help you with your problem!
FYI, I think I fixed the CAPTCHA issue on my site! So, if that's how you'd prefer to work through your problem, please try posting your comment again :-) Thanks!
In a few weeks at the earliest. There's still plenty to finish up on VR support which I'd like to do first. But, also, while I have experience with VR using platforms other than WebXR, I've literally never made an AR app, so I want to experiment with making an AR app for ARCore (Android) first, so I have a better understanding of AR before attempting to add AR support for WebXR. If you've got some AR experience, help would be welcome! :-)
@@SnopekGames Thanks for that quick reply. Sorry no experience that'd be a patch on what you're doing. I'm more of a 3d modelling guy who's had this drive to create app-free VR/AR. My interest did start with VR, but then I came across AR in the guise of AR.js - javascript. I will keep in touch and updated. Thanks!
Sorry, I´m not good writing in english. I tried this tutorial but when I upload the exported game to the server it doesn´t work and show this messege: Uncaught abort(86). Build with -s ASSERTIONS=1 for more info. I can help to build demos if you need. Thanks
Hm, unfortunately, that's not an error I've ever seen! What's the URL? Maybe I can try it quick. :-) If that doesn't yield any useful information, maybe you could share the project source? Thanks!
@@RicardoBarona Hi, sorry, I missed your reply! You could put it on Dropbox or Google Drive or somewhere and send me the link. I'm dsnopek on the Godot Discord and chat.godotengine.org, and SnopekGames on Twitter. Thanks!
Hey David! Thanks for your work in WebXR and Godot, your videos and blog is really good and interesting! I'm just reaching you out since I'm having some probelms following your tutorial. I couldn't post a comment in the blog so I post it here. I'm following your tutorial step by step but in the first build, when I run it on the browser I just get a black screen and the following error: (index):151 Uncaught ReferenceError: $GODOT_GDNATIVE_LIBS is not defined at (index):151 at (index):280 I tried to build it with Godot 3.2.3.stable.official in Windows and Mac with the same results.
In case someone else is having the issue I found is probably related to this file github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html that was recently changed. So I manually edited the index.html after the build and I was able to workaround the error, not an expert on Godot to fully understand if this break something else but I'll find it out later I guess :D Here is what I changed on the index.html after the export: Deleted the following lines: const GDNATIVE_LIBS = [$GODOT_GDNATIVE_LIBS]; ... engine.setGDNativeLibraries(GDNATIVE_LIBS); Change this line: const FULL_WINDOW = $GODOT_FULL_WINDOW; to this one: const FULL_WINDOW = false; Do you have some idea about why is broken for me? maybe I'm missing some project or export settings. Cheers!
Hi Emiliano! The latest build requires Godot 3.2.4-beta4: downloads.tuxfamily.org/godotengine/3.2.4/beta4/ I updated my blog post to state that when I updated it with the new build, but you probably just missed it. :-) I considered leaving the 3.2.3 build on there, but then I'd have to say that the section about the select*/squeeze* events doesn't work in that version, and I thought that would be too confusing. But maybe I'll go back and include both builds... Thanks for trying it out and sending the comment!
A quick update! I just edited the blog post to have a little table which shows both sets of builds: www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot Thanks again! :-)
I've just been looking into how I might dive into Godot and WebXR more, and ran into this tutorial - thank you! I'm still very new to it all and not quite sure where I want to go with it, but this gives me a great starting point to explore. :)
Awesome! Let me know how ir goes :-)
Awesome video! Thank you for this guide into webXR for godot, it has helped me a lot! I did however run into the error that when I ran the setup shown in this video, the immersive VR on my Quest 2 was just completely black. After some investigation I used your example project as guidance. I copied the 'autoload' and 'addons' folders to my own project, which now works like a charm!
Thanks! Hm, I'll need to rewatch the video and see if there is anything out-of-date in it that would prevent the instructions here from working. I have continued to update the text version of this tutorial, which has some newer recommendations, but nothing I thought was critical to making it work. Anyway, thanks for letting me know!!!
Goodney! You're officially a legend. Thank you so much for contributing to Godot.
I can imagine a hotel for example being delighted to offer a VR/AR experience of their site on their site.
Mostly, it's very cool. Thanks again.
Just wanted to say that another REALLY big field here is side-loading...
Tons of entertainment solutions that can be provided for small business.
Just wanted to mention one other thing, which I'm not trying to criticize, just offering up a suggestion which is not to "do things" inside functions where you're asking a question. In other words, a clear separation of procedures and functions (commands and queries) - side effect free functions (side effects are the hardest bugs to find often)
Hi, it wonders me that, you copy two times: '$ARVROrigin/LeftController.connect("button_release", self, "_on_LeftController_button_release")' and also 'func _on_LeftController_button_release(button: int) -> void:
print ("Button release: " + str(button))'
Does that makes sense, or shouldn't it be LeftController and *Right*Controller?
Also on your Scene you have it named: 'RightControllor'.
Heh, there may be some mistakes in this old tutorial :-) I'm planning to redo this for Godot 4 soon
This is awesome! Thank you so much for sharing this! Do you know of an explainer or tutorial about how to prepare godot enige with this library? I get an error it's missing. Thanks again!
Hm, I'm not sure I totally understand your problem, but there is a text version of this tutorial which should explain everything you need to make a WebXR app with Godot: www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot I hope that helps! If you have any specific questions, please just ask :-)
@@SnopekGames That page won't allow comments to be posted. Captchka error.
Trying this out. Can't get it working yet. Can't post comments on your blog post either. Captchka error. Maybe that's why nobody has commented?
Hm. Thanks for letting me know about the CAPTCHA issue! Comments did work at one point. :-/ Anyway, feel free to ping me on Discord (link my server on the website, but I'm also on the Godot one) or the Godot RocketChat or Twitter or elsewhere and I can try to help you with your problem!
FYI, I think I fixed the CAPTCHA issue on my site! So, if that's how you'd prefer to work through your problem, please try posting your comment again :-) Thanks!
AR support would be fantastic...when?
In a few weeks at the earliest. There's still plenty to finish up on VR support which I'd like to do first. But, also, while I have experience with VR using platforms other than WebXR, I've literally never made an AR app, so I want to experiment with making an AR app for ARCore (Android) first, so I have a better understanding of AR before attempting to add AR support for WebXR. If you've got some AR experience, help would be welcome! :-)
@@SnopekGames Thanks for that quick reply. Sorry no experience that'd be a patch on what you're doing. I'm more of a 3d modelling guy who's had this drive to create app-free VR/AR. My interest did start with VR, but then I came across AR in the guise of AR.js - javascript. I will keep in touch and updated. Thanks!
Sorry, I´m not good writing in english. I tried this tutorial but when I upload the exported game to the server it doesn´t work and show this messege: Uncaught abort(86). Build with -s ASSERTIONS=1 for more info.
I can help to build demos if you need. Thanks
Hm, unfortunately, that's not an error I've ever seen! What's the URL? Maybe I can try it quick. :-) If that doesn't yield any useful information, maybe you could share the project source? Thanks!
@@SnopekGames Hi David, yes I can do that. How can I contact you. My email is mrbirra@gmail.com.
@@SnopekGames Hi, How can i send the proyect source to you?
@@RicardoBarona Hi, sorry, I missed your reply! You could put it on Dropbox or Google Drive or somewhere and send me the link. I'm dsnopek on the Godot Discord and chat.godotengine.org, and SnopekGames on Twitter. Thanks!
Hey David! Thanks for your work in WebXR and Godot, your videos and blog is really good and interesting!
I'm just reaching you out since I'm having some probelms following your tutorial. I couldn't post a comment in the blog so I post it here.
I'm following your tutorial step by step but in the first build, when I run it on the browser I just get a black screen and the following error:
(index):151 Uncaught ReferenceError: $GODOT_GDNATIVE_LIBS is not defined
at (index):151
at (index):280
I tried to build it with Godot 3.2.3.stable.official in Windows and Mac with the same results.
In case someone else is having the issue I found is probably related to this file github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html that was recently changed. So I manually edited the index.html after the build and I was able to workaround the error, not an expert on Godot to fully understand if this break something else but I'll find it out later I guess :D
Here is what I changed on the index.html after the export:
Deleted the following lines:
const GDNATIVE_LIBS = [$GODOT_GDNATIVE_LIBS];
...
engine.setGDNativeLibraries(GDNATIVE_LIBS);
Change this line:
const FULL_WINDOW = $GODOT_FULL_WINDOW;
to this one:
const FULL_WINDOW = false;
Do you have some idea about why is broken for me? maybe I'm missing some project or export settings.
Cheers!
Hi Emiliano! The latest build requires Godot 3.2.4-beta4: downloads.tuxfamily.org/godotengine/3.2.4/beta4/ I updated my blog post to state that when I updated it with the new build, but you probably just missed it. :-) I considered leaving the 3.2.3 build on there, but then I'd have to say that the section about the select*/squeeze* events doesn't work in that version, and I thought that would be too confusing. But maybe I'll go back and include both builds... Thanks for trying it out and sending the comment!
A quick update! I just edited the blog post to have a little table which shows both sets of builds: www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot Thanks again! :-)