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godot-platform-vr

godot-platform-vr

github.com/thedivergentaiDevelopment907269 installsUpdated 2w ago
Repository

About godot-platform-vr

A skill guide for VR development in Godot, focused on OpenXR, comfortable locomotion, controller interaction, and headset safety. Its scenario-specific scripts guide developers through teleportation, focus handling, play-area bounds, and performance configuration.

Key features

  1. 01OpenXR initialization and action mapping
  2. 02Teleportation, snap turning, and comfort vignette
  3. 03Gesture recognition and physics-driven hands
  4. 04Mixed-reality passthrough and haptic sequences
  5. 05Guardian boundaries, focus handling, and performance settings

Use cases

  1. 01Add comfortable locomotion options to a VR game
  2. 02Handle headset focus loss and play-area boundaries
  3. 03Configure hand tracking and mixed-reality passthrough

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-platform-vr

After installing, type/godot-platform-vrin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
migration-notes.md
xr-comfort-patterns.md
scripts/
mixed_reality_manager.gd
platform_vr_patterns.gd
universal_grab_manager.gd
vr_hand_gesture_detector.gd
vr_haptic_sequencer.gd
vr_headset_focus_guard.gd
vr_input_action_mapper.gd
vr_locomotion_handler.gd
vr_openxr_initializer.gd
vr_passthrough_manager.gd
vr_performance_config.gd
vr_physics_hand_controller.gd
vr_physics_hand.gd
vr_safety_guardian_warner.gd
xr_performance_overlay.gd

Details

From the project README

Platform: VR

90+ FPS, comfort-first design, and motion control accuracy define VR development.

NEVER Do (Expert VR Rules)

Rendering & Comfort
  • NEVER drop below 90 FPS — In VR, 72 FPS or less causes instant nausea. You MUST maintain at least 90 FPS (Meta Quest 2/3 typical) and minimize rendering jank.
  • NEVER use smooth rotation without a vignette (comfort mask) — Smooth rotation causes motion sickness. Always provide snap turning OR dynamic vignetting.
  • NEVER force 3D MSAA if Foveated Rendering is enabled — Foveation can conflict with MSAA natively in the OpenXR pipeline on some hardware.
Locomotion & Interaction
  • NEVER skip a teleport locomotion option — Smooth movement is intolerable for many. Always offer teleportation as an accessibility alternative.
  • NEVER use billboarding for VR UI — BILLBOARD_ENABLED breaks stereoscopic depth cues. Use static MeshInstance3D planes with SubViewports.
  • NEVER place UI too close or too far — 0.5m causes eye strain; 10m is unreadable. Optimal distance is 1-3 meters from the player.
Safety & System
  • NEVER forget to respect physical play area boundaries — Stepping into real-world objects is a safety risk. Use XRServer to fetch guardian bounds.
  • NEVER ignore focus_lost or session_ended signals — Gracefully handle disconnections or system menu overlays by pausing the simulation.
  • NEVER hardcode XRControllerTracker names — Use the OpenXR Action Map system to decouple gameplay from specific hardware labels.

Comfort Decision Tree (start here)

  1. Can the player opt out of continuous locomotion? → If no, stop and add teleport + seated mode before any smooth locomotion code.
  2. Turning: snap turn default → load vr_locomotion_handler.gd. Smooth turn only with vignette + comfort toggle.
  3. Play area / focus: load vr_safety_guardian_warner.gd + vr_headset_focus_guard.gd before shipping any locomotion.
  4. Session bootstrap / actions / FPS: then load vr_openxr_initializer.gd, vr_input_action_mapper.gd, vr_performance_config.gd.

Available Scripts

MANDATORY: After the comfort decision tree, read the matching script before implementing that pattern. Do not invent a bare use_xr = true / XRController3D.is_button_pressed demo — start from the scripts below.

vr_openxr_initializer.gd

Expert OpenXR initialization with driver support and feature verification.

vr_hand_gesture_detector.gd

Pinch and Grab recognition using XRHandModifier3D for hand tracking.

vr_locomotion_handler.gd

Snap turn, comfort vignette, and accessibility teleport_to() with guardian/focus failure modes.

vr_passthrough_manager.gd

Alpha blending and underlay setup for Mixed Reality (AR/VR) transitions.

vr_performance_config.gd

Expert Foveated Rendering and Variable Rate Shading (VRS) setup.

vr_haptic_sequencer.gd

Complex haptic pulse sequencing using XRController3D triggers.

vr_physics_hand_controller.gd

Non-clipping, physics-following hands that respect environmental solid.

vr_safety_guardian_warner.gd

Guardian/Chaperone boundary distance warning logic using XRServer.

vr_headset_focus_guard.gd

Headset-aware pause logic for focus loss (System Menu / Headset Off).

vr_input_action_mapper.gd

OpenXR Action Map abstraction to decouple logic from hardware buttons.


Teleport Accessibility Path

Always ship teleport (or room-scale only) as an alternative to smooth locomotion.

  1. MANDATORY read vr_locomotion_handler.gd — teleport_to(target_global).
  2. Raycast from controller aim to floor/navmesh; pass the hit point into teleport_to.
  3. Failure modes (must handle):
  4. Pair teleport with snap turn + vignette from the same locomotion handler.

Comfort Gates (NEVER-adjacent)

These are hard comfort gates, not soft preferences:

  1. 90+ FPS before any optional VFX — nausea risk outweighs polish.
  2. Teleport or snap-turn path always available — never ship smooth-only locomotion.
  3. Guardian + focus handlers live before first public playtest.
  4. UI at 1–3 m on composition layers / static quads — never billboarded close-range HUD.
Expert patterns (script pointers)
  1. Mixed-Reality passthrough (Quest 3) — environment_blend_mode = ALPHA_BLEND + transparent_bg exposes the camera feed through scene alpha → mixed_reality_manager.gd / vr_passthrough_manager.gd.
  2. Composition-layer UI — OpenXRCompositionLayerQuad + SubViewport bypasses lens blur → xr_performance_overlay.gd.
  3. Universal grab — OpenXR action map + central reparent manager → universal_grab_manager.gd + vr_input_action_mapper.gd.

Deep dives (on demand)

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Setting up XR — OpenXR project enablement, XROrigin3D/XRCamera3D tree, and first headset session bootstrap.
  • A better XR start script — robust initialize → use_xr sequencing, focus signals, and failure paths before viewport XR mode.
  • The XR action map — hardware-agnostic actions so gameplay never hardcodes controller button strings.
  • Basic XR locomotion — teleport vs continuous movement and comfort-oriented turning patterns.
  • OpenXR hand tracking — XRHandModifier3D / joint tracking and controller fallback expectations.
  • OpenXR composition layers — crisp SubViewport UI via OpenXRCompositionLayerQuad instead of billboarded 3D quads.
  • AR / passthrough — environment blend modes and transparent viewport setup for mixed reality.
  • OpenXR settings — foveation, render target multiplier, and other headset performance knobs.
  • XR room-scale — play-area / guardian bounds via XRServer for physical safety.
  • Deploying XR on Android — Quest-class Android export, permissions, and OpenXR loader packaging.
  • Variable rate shading — VRS / foveated shading tradeoffs that pair with OpenXR foveation for 90+ FPS.
  • XRInterface — initialize, focus, passthrough, haptics, and blend-mode APIs shared by OpenXR/WebXR.
Related Skills
Prerequisites
  • godot-project-foundations — project settings, scene tree, and viewport basics required before enabling OpenXR and use_xr.
  • godot-input-handling — action/event mental model that the OpenXR Action Map extends for motion controllers.
  • godot-gdscript-mastery — typed XR scripts, await timers for snap-turn comfort, and signal wiring for focus/haptics.
Complements
  • godot-camera-systems — XRCamera3D is still a Camera3D; comfort UI distance and head-relative framing reuse camera placement rules.
  • godot-performance-optimization — draw-call and GPU budgets that decide whether 90/120 Hz holds under foveation and VRS.
  • godot-physics-3d — CharacterBody3D/RigidBody3D grab-and-throw hands that must not clip through static world geometry.
  • godot-audio-systems — mute/duck buses when headset focus is lost so system menus never leave game audio blasting.
  • godot-shaders-basics — comfort vignettes and spatial overlays during locomotion without fighting the XR compositor.
  • godot-ui-containers — layout inside SubViewports projected through composition layers at 1–3 m.
  • godot-export-builds — Android/desktop export presets and OpenXR loader packaging for Quest and PCVR.
  • godot-platform-mobile — standalone headset Android constraints (thermal, resolution scale, touchless UX) that overlap Quest shipping.
Downstream / consumers
  • godot-platform-web — WebXR session_started/ended flows that reuse the same XRServer interface patterns for browser VR.
  • godot-scene-management — pause trees and scene swaps when focus_lost or session_ended fires mid-experience.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

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