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.
Provides nodes for aerodynamic simulation.To get started, add an `AeroBody3D` node to your scene, and add as many `AeroInfluencer3D` nodes as necessary.For Godot Asset Library installs:Ensure that addon files are installed inside res://addons/godot_aerodynamic_physicsThis folder structure allows for this plugin to be used as a git submodule, because of this, Godot does not automatically install it to the correct path.
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.
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.
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.
Quickly create natural-looking terrain with customizable noise parameters. This tool is designed to create simple but powerful terrains that do not require manual painting
Gizmo3D encapsulates the Godot Engines 3D move/scale/rotation gizmos into a customizable node for use at runtime. The major differences are that you can edit all transformations at the same time, and customization options have been added. The selection box and axes can be toggled, colors changed, snapping intervals changed, and more. Transformation methods can be easily overriden to customize the default behavior. It is available in both C# and GDScript.Gizmo3D is largely a port of C++ code from the Godot Engine source. The license for the Godot Engine can be found at https://godotengine.org/license/.
Create basic rooms for your 3D by controlling some parameters and speeding up the process of integrating single rooms into your world
Godot implementation of the glTFX Reference Format, also known as glTF External Reference, glTF Experience Format, or glXF. The glTFX format allows for referencing external glTF files, and also other glTFX files, allowing for a nested scene hierarchy of arbitrary depth, with its leaf scenes being glTF files. https://github.com/KhronosGroup/glTF-External-ReferenceNote: The glTFX Reference Format is still a work in progress and is not yet ratified by the Khronos Group. Until glTFX is finalized, this addon should be considered experimental and subject to change at any time to comply with the latest iteration of the draft specification.For full functionality, this addon requires Godot 4.4 or later with this PR. https://github.com/godotengine/godot/pull/94603 It can be used with Godot 4.3, but the export settings will not be available.
Adds the VisionCone3D node, which tracks whether or not objects within its cone shape can be "seen". This can be used to let objects in your game "see" multiple objects efficiently. Default configuration should work for most use-cases out of the box but several performance tuning options are available. Shape can be edited in the scene view with gizmos and drawing debug information can be toggled on.See GitHub for 4.3 compatible version.
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.
SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.