prototype of a dialogue system like Pokemon games but very very very poor, but free and in Godot 4.5
Third person shooter (TPS) demo made using Godot Engine.Controls:- Mouse or Gamepad Right Stick: Look around- W/A/S/D, Arrow keys, Gamepad Left Analog Stick or Gamepad D-Pad: Move- Space, Gamepad A/Cross: Jump- Right Mouse Button, Gamepad Left Trigger (L2) (press to toggle, or hold and release): Aim- Left Mouse Button, Gamepad Right Trigger (R2): Shoot (only while aiming)- Escape, Gamepad Start: Go to main menu/quit- F11 or Alt + Enter: Toggle fullscreen- F3: Toggle debugging information (such as FPS counter)
This is a sample project demonstrating tracking features on Meta headsets. This includes body / hand tracking, which is supported on Quest 2, Quest 3, and Quest Pro; as well as face tracking, which is only supported on Quest Pro. For more Meta-specific hand tracking features, check out the Meta Hand Tracking XR Sample.
This is a sample project demonstrating the Meta Application SpaceWarp feature supported by the Godot OpenXR Vendors plugin.
This is a sample project demonstrating the Meta-specific composition layer features supported by the Godot OpenXR Vendors plugin. See the Meta Composition Layers tutorial doc for a detailed walkthrough on these features.
This is a sample project demonstrating the Meta-specific hand tracking features supported by the Godot OpenXR Vendors plugin. See the Meta Hand Tracking tutorial doc for a detailed walkthrough of these features.
Transfer data using storage buffers (SSBO) and Specialization Constants into/out of GLSL compute shaders.
This is a sample project demonstrating the Meta scene and spatial anchor features supported by the Godot OpenXR Vendors plugin. See the Meta Scene Manager or Meta Spatial Anchors tutorial docs for detailed walkthroughs of these features.
A simple Minecraft-style Procedural Voxel Terrain generation for Godot 4 based on MeshInstance3D and 3D noise. This is a simple, quick draft.Usage:1. Attach the VoxelMesh.gd script to a Node3D.2. Set the Noise: Set fast noise lite.3. Adjust the Chunk size property to control the terrain size. Be careful - large values slow down the editor a lot!4. Set another parameters - inverse noise, material, etc.Tested on Godot 4.4. It’s public domain, so use it however you want! Disadvantages:The algorithm is very simple.Large terrain require a lot of computing power.No UV, use triplanar materials.
Procedural terrain generation for Godot 4 based on MeshInstance3D and a height map. Generation is available both in the editor and during execution.Usage1. Attach the terrain_generator.gd script to a MeshInstance3D node.2. Set the Heightmap: Set height map texture (e.g., PNG, JPG, etc.).3. Adjust the Subdivisions property to control the terrain detail. Be careful, as a subdivisions value greater than the map size may result in "steps" on the surface!4. Configure the data saving path if you want to use it in the editor, and click "Generate Landscapes". Now you can generate the landscape in advance and use it without having to generate a mesh every time you run!Tested on Godot 4.4. It’s public domain, so use it however you want!
This is a sample project demonstrating hybrid app functionality supported by the Godot OpenXR Vendors plugin.
This is a sample project demonstrating the Meta-specific passthrough features supported by the Godot OpenXR Vendors plugin. See the Meta Passthrough tutorial doc for a detailed walkthrough of these features.