Thanks for keeping XR functionality in Godot cooking for all these years. You will have been maintaining Godot's XR capabilities for a whole decade in just 3 short years! :]
This is phenomenal! Improved hand physics is really what Godot needs to push its XR potential. Is there any estimated date we can see this implemented in the XR Toolkit?
Oh boy, can't wait to interact with my artificial pets in VR, maybe in one of the other episodes.. The software that i use is also built on godot and its going to be opensource at release
Not yet, there are still a few things we want to change or improve in XRT2 before we'll let people play with it. Hopefully soon though. For discord, we have a very active community on the official Godot Discord (see godotengine.org/community/ for link) and my own discord mentioned in the description is slowly getting some traction.
Something I really do not like is the hand objects lagging behind your real hands when you arent even interacting with anything. If you arent interacting physically with anything, then the hand objects should be exactly where your real hands are
Looks really good :) btw, I saw Titl five support was added to godot and I got a tilt five picking up dust (mostly cause there isn't much to play with and the Linux/android support was kinda lack luster) Is there any good ressources on it (the official Tilt five channel doesn't show much of it) Thanks for your amazing work 👍 as always 😊
There is a pretty active TiltFive Discord that has a Godot section. Also check out this video from @malcolmanixon ua-cam.com/video/DfvfgqSkD_I/v-deo.html
I currently do not however Malcolm has various projects on his GitHub that show full body tracking and how to apply that in VR. The main issue is that Godots IK currently is lacking, but using for instance Metas full body tracking extensions is helpful here. I do plan to dive into it myself soon(ish). The XR channel on the official Godot Discord is also a good place to ask about this, there are others who have working examples, and the VSekai guys are actively working on this.
Hey! Unrelated comment, but I need help I know you have the 2D UI to 3D UI thing in XRTools in Godot, and it's really useful but I need to know how do you check what button is clicked if you have multible and it also presses the button an insane amount of times and seems to not stop. PLEASE I NEED HELP I'VE BEEN ON THIS FOR 3 DAYS.
@i-thanked-you-on-discord sounds like you are checking the button_pressed state which will be true every frame. What I always do is use the signal the button emits when pressed. In this things work like any Godot 2D UI implementation. I highly recommend checking @gdquest who has excellent tutorials on using signals with UI
@i-thanked-you-on-discord yes, the scene you supply is just instantiated and added below the viewport node. It works the same as any other scene. You can even enable editable children on the viewport2din3d node and add your 2D UI directly to the viewport node that is now visible instead of using the property. That does make life a little easier as you now don't need to use code to hook up some of the signals.
I had made a small project and loved what I could do. Really excited for XRT2 ❤
Thanks for keeping XR functionality in Godot cooking for all these years. You will have been maintaining Godot's XR capabilities for a whole decade in just 3 short years! :]
The rigidbody work in XRT2 looks amazing!
Holy crap, I was just looking into more physically based interactions for godot xr! This all looks awesome!
Thank you for this!
awesome progress!
excited for xr tools 2 !
Such awesome work man! XR Tools 2 looks great!!!
Looks amazing! Can wait to have some time to give this a try!
I'm glad you are still working on it 💪
thanks for all the work on xr tools!
Awesome, glad to see those improvements!
Thank you very much, Bastiaan! You are the best! :D
Looks great !! Thank you!
Brilliant! As always ❤
Excellet work. This is awesome 😊
Cool. Now waiting for shadow mapping improvements.
Awesome, thank you so much for your contribution!!
Super appreciate all this work, very excited to get my hands on Version 2 when it's ready
Thanks for the update.
Looks great!
Great work!!!!
This is huge. 🎉
congrats, this looks amazing !
This is phenomenal! Improved hand physics is really what Godot needs to push its XR potential. Is there any estimated date we can see this implemented in the XR Toolkit?
Oh boy, can't wait to interact with my artificial pets in VR, maybe in one of the other episodes.. The software that i use is also built on godot and its going to be opensource at release
thank you for sharing!
@Bastiaan It might seem like an obvious question but could you make a tutorial on how to make the hands collide and not clip Thanks.
Is there a preview version of xrt2 for download? Also is there any community or discord server that you recommend for godot XR?
Not yet, there are still a few things we want to change or improve in XRT2 before we'll let people play with it. Hopefully soon though.
For discord, we have a very active community on the official Godot Discord (see godotengine.org/community/ for link) and my own discord mentioned in the description is slowly getting some traction.
Something I really do not like is the hand objects lagging behind your real hands when you arent even interacting with anything. If you arent interacting physically with anything, then the hand objects should be exactly where your real hands are
I didn't have this issue when I tested, are you sure this isn't an issue with your set up?
@@LacklusterFilms indeed, it’s one of the things i’m still working on. This is where using the physics engine more makes life more difficult
Looks really good :)
btw, I saw Titl five support was added to godot and I got a tilt five picking up dust
(mostly cause there isn't much to play with and the Linux/android support was kinda lack luster)
Is there any good ressources on it (the official Tilt five channel doesn't show much of it)
Thanks for your amazing work 👍
as always 😊
There is a pretty active TiltFive Discord that has a Godot section. Also check out this video from @malcolmanixon ua-cam.com/video/DfvfgqSkD_I/v-deo.html
Godot nimsony ❤
@@timmygilbert4102 oh nimsony is in a whole other class, that guy is amazing!
@bastiaan would you have something coming that shows how to do a full body ik like vr chat in godot?
I currently do not however Malcolm has various projects on his GitHub that show full body tracking and how to apply that in VR. The main issue is that Godots IK currently is lacking, but using for instance Metas full body tracking extensions is helpful here.
I do plan to dive into it myself soon(ish).
The XR channel on the official Godot Discord is also a good place to ask about this, there are others who have working examples, and the VSekai guys are actively working on this.
Hey! Unrelated comment, but I need help I know you have the 2D UI to 3D UI thing in XRTools in Godot, and it's really useful but I need to know how do you check what button is clicked if you have multible and it also presses the button an insane amount of times and seems to not stop. PLEASE I NEED HELP I'VE BEEN ON THIS FOR 3 DAYS.
@i-thanked-you-on-discord sounds like you are checking the button_pressed state which will be true every frame.
What I always do is use the signal the button emits when pressed. In this things work like any Godot 2D UI implementation. I highly recommend checking @gdquest who has excellent tutorials on using signals with UI
@@BastiaanOlij Wait so your saying that you can use the original menu's button signals and such and it will work when using the "Viewport2Din3D"?
@i-thanked-you-on-discord yes, the scene you supply is just instantiated and added below the viewport node. It works the same as any other scene.
You can even enable editable children on the viewport2din3d node and add your 2D UI directly to the viewport node that is now visible instead of using the property. That does make life a little easier as you now don't need to use code to hook up some of the signals.
@@BastiaanOlij Oh my god this will make this a million times easier thank you so much keep up the good work.
🫡