Inheritance #

Table of contents

XRServer #

is_instantiable, core, not_builtin_classes, singleton

Server for AR and VR features.

The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.

Members #

var camera_locked_to_origin: bool = false#

If set to true, the scene will be rendered as if the camera is locked to the XROrigin3D.

Note: This doesn't provide a very comfortable experience for users. This setting exists for doing benchmarking or automated testing, where you want to control what is rendered via code.

var primary_interface: XRInterface#

The primary XRInterface currently bound to the XRServer.

var world_origin: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)#

The current origin of our tracking space in the virtual world. This is used by the renderer to properly position the camera with new tracking data.

Note: This property is managed by the current XROrigin3D node. It is exposed for access from GDExtensions.

var world_scale: float = 1.0#

The scale of the game world compared to the real world. By default, most AR/VR platforms assume that 1 game unit corresponds to 1 real world meter.

Methods #

func add_interface(interface: XRInterface) -> void#

Registers an XRInterface object.

func add_tracker(tracker: XRTracker) -> void#

Registers a new XRTracker that tracks a physical object.

func center_on_hmd(keep_height: bool) -> void#

This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.

For platforms that do not offer spatial tracking, our origin point (0, 0, 0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.

For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.

This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.

For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.

You should call this method after a few seconds have passed. For example, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.

func clear_reference_frame() -> void#

Clears the reference frame that was set by previous calls to center_on_hmd.

const func find_interface(name: String) -> XRInterface#

Finds an interface by its name. For example, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.

func get_hmd_transform() -> Transform3D#

Returns the primary interface's transformation.

const func get_interface(idx: int) -> XRInterface#

Returns the interface registered at the given idx index in the list of interfaces.

const func get_interface_count() -> int#

Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns true.

const func get_interfaces() -> Dictionary[]#

Returns a list of available interfaces the ID and name of each interface.

const func get_reference_frame() -> Transform3D#

Returns the reference frame transform. Mostly used internally and exposed for GDExtension build interfaces.

const func get_tracker(tracker_name: StringName) -> XRTracker#

Returns the positional tracker with the given tracker_name.

func get_trackers(tracker_types: int) -> Dictionary#

Returns a dictionary of trackers for tracker_types.

func remove_interface(interface: XRInterface) -> void#

Removes this interface.

func remove_tracker(tracker: XRTracker) -> void#

Removes this tracker.

Annotations #

Constants #

const TRACKER_HEAD = 1 enum TrackerType#

The tracker tracks the location of the players head. This is usually a location centered between the players eyes. Note that for handheld AR devices this can be the current location of the device.

const TRACKER_CONTROLLER = 2 enum TrackerType#

The tracker tracks the location of a controller.

const TRACKER_BASESTATION = 4 enum TrackerType#

The tracker tracks the location of a base station.

const TRACKER_ANCHOR = 8 enum TrackerType#

The tracker tracks the location and size of an AR anchor.

const TRACKER_HAND = 16 enum TrackerType#

The tracker tracks the location and joints of a hand.

const TRACKER_BODY = 32 enum TrackerType#

The tracker tracks the location and joints of a body.

const TRACKER_FACE = 64 enum TrackerType#

The tracker tracks the expressions of a face.

const TRACKER_ANY_KNOWN = 127 enum TrackerType#

Used internally to filter trackers of any known type.

const TRACKER_UNKNOWN = 128 enum TrackerType#

Used internally if we haven't set the tracker type yet.

const TRACKER_ANY = 255 enum TrackerType#

Used internally to select all trackers.

const RESET_FULL_ROTATION = 0 enum RotationMode#

Fully reset the orientation of the HMD. Regardless of what direction the user is looking to in the real world. The user will look dead ahead in the virtual world.

const RESET_BUT_KEEP_TILT = 1 enum RotationMode#

Resets the orientation but keeps the tilt of the device. So if we're looking down, we keep looking down but heading will be reset.

const DONT_RESET_ROTATION = 2 enum RotationMode#

Does not reset the orientation of the HMD, only the position of the player gets centered.

Constructors #

Enums #

TrackerType#

enum TrackerType { TRACKER_HEAD = 1, TRACKER_CONTROLLER = 2, TRACKER_BASESTATION = 4, TRACKER_ANCHOR = 8, TRACKER_HAND = 16, TRACKER_BODY = 32, TRACKER_FACE = 64, TRACKER_ANY_KNOWN = 127, TRACKER_UNKNOWN = 128, TRACKER_ANY = 255, }

RotationMode#

enum RotationMode { RESET_FULL_ROTATION = 0, RESET_BUT_KEEP_TILT = 1, DONT_RESET_ROTATION = 2, }

Operators #

Signals #

signal interface_added(interface_name: StringName)#

Emitted when a new interface has been added.

signal interface_removed(interface_name: StringName)#

Emitted when an interface is removed.

signal reference_frame_changed()#

Emitted when the reference frame transform changes.

signal tracker_added(type: int)#

Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using XRAnchor3Ds for an AR solution, it is important to react to this signal to add the appropriate XRController3D or XRAnchor3D nodes related to this new tracker.

signal tracker_removed(type: int)#

Emitted when a tracker is removed. You should remove any XRController3D or XRAnchor3D points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).

signal tracker_updated(type: int)#

Emitted when an existing tracker has been updated. This can happen if the user switches controllers.

Theme Items #

Tutorials #