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xr-development

Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

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xr-development

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Use xr-development to build a Godot XR scene for [target headset] with OpenXR, XROrigin3D controller input, and [requested interaction]; use [Godot version] and provide the project changes plus Quest-export settings if applicable.

Required inputs

  • [target headset]
  • [requested interaction]
  • [Godot version]

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SKILL.md

name: xr-developmentdescription: Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

XR Development in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: 3d-essentials for 3D rendering and environment, physics-system for 3D physics interactions, input-handling for non-XR input patterns, export-pipeline for platform exports.


1. XR Setup

Enabling OpenXR

  1. OpenXR is built into the engine — there is no plugin to enable.
  2. Project Settings → XR → OpenXR → Enabled → true
  3. Project Settings → XR → Shaders → Enabled → true (for XR shader support)
  4. Rendering:
    • Use Forward+ or Mobile renderer (Compatibility also works for simpler scenes)
    • Set Project Settings → Display → Window → VSync Mode to Disabled (the XR runtime controls frame timing)

Core Scene Structure

Main (Node3D)
├── XROrigin3D                    ← Player's physical space origin
│   ├── XRCamera3D                ← Head-mounted display
│   ├── XRController3D (left)     ← Left controller
│   │   └── LeftHandModel (MeshInstance3D or hand tracking)
│   ├── XRController3D (right)    ← Right controller
│   │   └── RightHandModel
│   └── (XRBodyTracker via XRServer — optional full body tracking)
├── WorldEnvironment
└── GameWorld (Node3D)
    └── ... level geometry

Starting XR Session

extends Node3D

func _ready() -> void:
    var xr_interface: XRInterface = XRServer.find_interface("OpenXR")
    if xr_interface and xr_interface.is_initialized():
        get_viewport().use_xr = true
    else:
        push_error("OpenXR not available")
public partial class XRMain : Node3D
{
    public override void _Ready()
    {
        var xrInterface = XRServer.FindInterface("OpenXR");
        if (xrInterface != null && xrInterface.IsInitialized())
            GetViewport().UseXR = true;
        else
            GD.PushError("OpenXR not available");
    }
}

2. Controllers and Input

XRController3D nodes (one per hand, child of XROrigin3D) expose buttons via the OpenXR action map. Default action map names: trigger (trigger float, trigger_click), grip (grip, grip_click), thumbstick (primary Vector2, primary_click). Apply thumbstick locomotion velocity to XROrigin3D (not the camera).

See references/controllers-and-input.md for full XRController3D wiring, OpenXR button reference, and thumbstick locomotion recipe.


3. Hand Tracking

When the headset supports hand tracking (Quest 2+, Pico 4, some SteamVR setups), the runtime publishes XRHandTrackers (/user/hand_tracker/left / right); an XRHandModifier3D poses a hand skeleton from them, and XRController3D still gets select / grip actions through the hand interaction profiles. Sample finger joints for gesture detection.

See references/hand-tracking.md for hand-tracking node setup, joint sampling, and gesture-driven interactions.


4. Grabbing Objects

Standard pattern: an Area3D on the controller detects nearby RigidBody3D objects; on grip-press, parent the body to the controller and freeze it; on grip-release, restore the parent and apply the controller's velocity to launch.

See references/grabbing-objects.md for the full physics-based grabbing implementation (GDScript + C#).


5. XR UI Interaction

For UI in VR, render a Control tree to a SubViewport, map its texture onto a Quad mesh placed in 3D space. Pointer: a RayCast3D from the controller hits the quad, the hit position is converted back to 2D viewport coords, an InputEventMouseMotion is forwarded into the SubViewport.

See references/xr-ui.md for the SubViewport-on-quad recipe and pointer/ray interaction.


6. Passthrough (Mixed Reality)

For headsets that support it (Quest 2+, Pico 4), set the interface's environment_blend_mode to XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND and clear the WorldEnvironment background to transparent. The user sees the real world with virtual content composited on top.

See references/passthrough.md for the full enabling steps and Quest-specific notes.


7. Meta Quest Export

Setup

  1. Install Android Build Template: Project → Install Android Build Template
  2. Install OpenXR Vendors plugin: Project → Project Settings → Plugins → Enable Godot OpenXR Vendors (or install from AssetLib)
  3. Export → Add → Android
  4. In the Android export preset:
    • XR Features → XR Mode → OpenXR
    • Meta XR Features → Hand Tracking / Passthrough (added by the vendors plugin; shown once the matching OpenXR extension is enabled)
    • Architectures → arm64 → enabled (Quest is ARM)
  5. Set the min SDK to what Meta's store requires (29+ when this was written)

Performance Settings for Quest

SettingRecommended Value
RendererMobile
MSAA2x or 4x (VR needs antialiasing)
Texture CompressionETC2/ASTC
Target FPS72 (Quest 2) or 90 (Quest 3)

Critical: VR must maintain consistent frame rate. Dropped frames cause nausea. Profile aggressively and keep draw calls low.

⚠️ Changed in Godot 4.7: New project settings xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images both default to true — when the foveation level is not "Disabled", eye-tracked foveation is used where the headset supports it, and subsampled images are used on Vulkan for a bigger foveation win. Subsampled images are incompatible with many screen-space features (e.g., FXAA, glow); if any are enabled, subsampled images are automatically disabled with a log warning. Set either setting to false to opt out. See GH-117868.


8. Godot 4.5+ XR Features

Godot 4.5 adds a D3D12 OpenXR backend on Windows (Quest Link / SteamVR alternative to Vulkan), foveated rendering on the Mobile Vulkan renderer, Application SpaceWarp frame synthesis for Quest/Pico, OpenXR Render Models for platform-native controller meshes, and windowed visionOS export via a dedicated visionOS preset. All are core Project Settings except SpaceWarp, which needs the Godot OpenXR Vendors plugin — no engine-level code changes.

See references/godot-4-5-features.md for enabling steps, GDScript + C# render-model snippets, and per-feature caveats.


9. Godot 4.6+ XR Features

OpenXR 1.1 Support (Godot 4.6+)

Godot 4.6 requests OpenXR 1.1 from the runtime, unlocking 1.1 features (promoted interaction profiles and paths, etc.) without any project-level change, and falls back to 1.0 if the runtime rejects it.

Note: To force a version, set xr/openxr/target_api_version (e.g. 1.0.48; empty by default).


Spatial Entities — Anchors, Plane Tracking, Marker Tracking (Godot 4.6+)

Godot 4.6 adds the OpenXR Spatial Entities extensions (experimental API): spatial anchors that persist virtual object positions across sessions, plane detection for floors, walls and ceilings, and marker tracking for QR codes and image markers. Enable them under XR → OpenXR → Extensions → Spatial Entity (all off by default; anchors with the default RID() context also need Enable Spatial Anchors and Enable Builtin Anchor Detection). Create an anchor with OpenXRSpatialAnchorCapability.create_new_anchor(local_transform, RID()), which returns an OpenXRAnchorTracker, and show it with an XRAnchor3D whose tracker is that tracker's name. There is no XRSpatialAnchor class.

See references/spatial-entities.md for the GDScript + C# anchor placement recipe, the C# singleton lookup, anchor persistence across sessions, and the 4.7 next parameter on create_new_anchor().


10. Godot 4.7+ XR Features

Godot 4.7 adds the OpenXR user presence extension: OpenXRInterface.user_presence_changed(is_user_present: bool) fires when the headset is put on or taken off (not during startup or shutdown), with is_user_presence_supported() and is_user_present() to check and poll. Typical use: pause the game and mute audio while the headset is off. OpenXRCompositionLayer also gains eye_visibility (EYE_VISIBILITY_BOTH, _LEFT, _RIGHT) to show a layer to one eye only, and create_new_anchor() gains an optional next parameter for vendor create-info structs.

See references/godot-4-7-features.md for the user presence and eye visibility recipes (GDScript + C#), and references/spatial-entities.md for the anchor next parameter.


11. Common Pitfalls

SymptomCauseFix
Black screen in headsetuse_xr = true not set on viewportSet in _ready() after checking XR interface
Controller input not firingWrong signal name for the platformCheck OpenXR action map bindings in Project Settings
Objects scale wrong in VRScene not built at real-world scaleUse 1 unit = 1 meter throughout the scene
Motion sickness from locomotionSmooth rotationUse snap turning (30° increments) or add a vignette during movement
UI unreadable in VRPanel too far away or too smallPlace UI at 1–2m distance, use SubViewport at 1024+ resolution
Hand tracking jitteryRaw joint data used directlyApply smoothing (lerp toward new position each frame)
Export fails on QuestMissing Android build template or wrong architectureInstall Android Build Template; enable arm64; set API level 29+

12. Implementation Checklist

  • OpenXR is enabled in Project Settings
  • Scene uses XROrigin3D → XRCamera3D + XRController3D hierarchy
  • XR session is started with get_viewport().use_xr = true after interface check
  • World is built at 1 unit = 1 meter scale
  • Controller input uses OpenXR action names (trigger_click, grip_click, etc.)
  • Fallback exists for hand tracking → controller tracking
  • UI panels use SubViewport rendered on a 3D mesh
  • Locomotion includes comfort options (snap turn, vignette)
  • VSync is disabled (XR runtime handles frame timing)
  • Quest export uses Mobile renderer, arm64 architecture, API level 29+
  • On Windows Quest Link / SteamVR builds, consider D3D12 backend if Vulkan drivers are problematic (Godot 4.5+)
  • Foveated rendering enabled via xr/openxr/foveation_level on the Mobile renderer for standalone Quest/Pico targets (Godot 4.5+)
  • Application SpaceWarp evaluated for performance budget on Meta Quest / Pico targets (Godot 4.5+)
  • OpenXRRenderModelManager + xr/openxr/extensions/render_model used for controller visuals where supported (Godot 4.5+)
  • visionOS export uses the dedicated visionOS preset; windowed apps only through 4.7 (Godot 4.5+)
  • Spatial anchors are created with OpenXRSpatialAnchorCapability and shown with XRAnchor3D, with the spatial entities extension enabled (Godot 4.6+)
  • Headset on/off handled via OpenXRInterface.user_presence_changed — pause/mute when the user is away (Godot 4.7+)
  • Foveation defaults reviewed — xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images are on by default; disable subsampled images if you rely on FXAA/glow (Godot 4.7+)