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Our OpenXR interface.
The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
get_action_sets ( ) const
get_available_display_refresh_rates ( ) const
pose_recentered ( )
Informs the user queued a recenter of the player position.
session_begun ( )
Informs our OpenXR session has been started.
session_focussed ( )
Informs our OpenXR session now has focus.
session_stopping ( )
Informs our OpenXR session is stopping.
session_visible ( )
Informs our OpenXR session is now visible (output is being sent to the HMD).
float display_refresh_rate =
The display refresh rate for the current HMD. Only functional if this feature is supported by the OpenXR runtime and after the interface has been initialized.
float render_target_size_multiplier =
The render size multiplier for the current HMD. Must be set before the interface has been initialized.
Array get_action_sets ( ) const
Returns a list of action sets registered with Godot (loaded from the action map at runtime).
Array get_available_display_refresh_rates ( ) const
Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the OpenXR runtime and after the interface has been initialized.
true if the given action set is active.
Sets the given action set as active or inactive.