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Godot Oculus mobile drivers (Oculus Go / Oculus Quest)

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GodotVR/godot_oculus_mobile

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Oculus Mobile Godot plugin (DEPRECATED)

DEPRECATED - The OpenXR plugin is the recommended option.

About

This repository contains the source code for the Godot Oculus Mobile plugin. See the intro documentation for a reference on how to use the plugin.

This is a Godot Android plugin that supports the Oculus Quest 1 & 2 standalone headsets.

The use of this plugin require Godot 3.2.2 or later.

License

  • This project is released under the MIT license.
  • Please check the Oculus SDK license agreement for information about the Oculus Mobile SDK used in this project.

Getting the plugin

Official binaries can be found in the project releases section.

Instructions for building from source can be found in the Contributions section.

Deployment

Note:

  • Version 2.0.0 (and higher) of the plugin is only supported starting with Godot 3.2.2.
    • Deployment instructions for version 1.0.0 of the plugin can be found here.
  • Using Android custom builds is required to use the plugin. The setup instructions can be found here.

In the Godot editor project view:

  • Install the Android build template by following these instructions.
  • In the FileSystem pane, add the plugin binary (.aar) file and its configuration (.gdap) file to the Godot project's custom build directory: res://android/plugins.

When exporting the project apk in Godot, the following Android export options should be set:

  • Xr Features
    • Xr Mode must be set to Oculus Mobile VR.
    • Degrees of Freedom:
      • If deploying only on Oculus Quest, this must be set to 6DOF
      • If deploying on Oculus Go, or on Oculus Go and Oculus Quest, this must be set to 3DOF and 6DOF
    • Hand Tracking: This is only supported on the Oculus Quest
      • Select None if your app doesn't need hand tracking
      • Select Optional if your app can use hand tracking, but doesn't require it (i.e: also works with controllers).
      • Select Required if your app only uses hand tracking.
  • Custom Template
    • Use Custom Build must be enabled.
  • Plugins
    • OVRMobile must be listed and enabled in the Plugins section.

Contributions

Setup

Clone the repository and initialise the submodules with git submodule update --init --recursive.

  • Note: When you've pulled a newer version make sure to run git submodule update --init --recursive.

Oculus Mobile SDK

  • Download the latest version (Oculus Mobile SDK 33.0 (1.50.0) or higher) of the Oculus Mobile SDK and extract it into the plugin/libs/ovr_sdk_mobile directory (create the directory if it doesn't exist).
    • If you change the default install location, update the OVR_ROOT_DIR cmake variable in the the plugin/CMakeLists.txt build file to point to the Oculus Mobile SDK install location.

Godot libraries

  • Checkout the godot-cpp repo as a submodule by running the following command: git submodule update --init --recursive.
    • The godot-cpp repo will checkout under the plugin/libs/godot-cpp directory.
  • Navigate to the plugin/libs/godot-cpp directory and follow these steps to generate the cpp bindings.

Android SDK & NDK

  • Download and setup Android Studio version 4.2 or higher.
    • After setup, ensure you have the latest versions by checking the SDK Manager for updates.
  • Set the environment variable ANDROID_HOME to the Android SDK location.
  • Follow the instructions here and install version 21.1.6352462 of the NDK.

Build

Generate plugin binary files

In the project root directory:

  • Run ./gradlew :generatePluginBinary to generate the plugin binary files.
  • Once the build successfully completes, the binary files can be found in the build/outputs/pluginBin directory.
Generate shared libraries ( Advanced - For maintainers only )

In the project root directory:

  • Run ./gradlew :generateSharedLibs to generate the plugin shared libraries.
  • Once the build successfully completes, the shared libraries can be found in the build/outputs/sharedLibs directory.

Features

Hand Tracking

The hand tracking API is still in early state and might change in future updates. It is contained in OvrHandTracking.gdns. To see an example on how it can be used check the example setup in samples/demo/godot/addons/godot_ovrmobile/example_scenes/ARVROriginWithHandTracking.gd and the associated scene file. To test this in the demo replace the ARVROriginWithInitiAndMovement scene reference with the provided ARVROriginWithHandTracking.tscn.

To enable hand tracking, make sure to follow the Deployment/Hand Tracking steps in the Deployment section.

GDScript Oculus VrApi access

This plugin exposes parts of the Oculus VrApi via GDNative script classes.

Here is an example of how to use these classes inside GDScript:

onready var ovrTrackingTransform = preload("res://addons/godot_ovrmobile/OvrTrackingTransform.gdns").new()
onready var ovrGuardianSystem = preload("res://addons/godot_ovrmobile/OvrGuardianSystem.gdns").new()

func _process(delta):
	print("GetTrackingSpace: ", ovrTrackingTransform.get_tracking_space())

	print("GetBoundaryVisible: ", ovrGuardianSystem.get_boundary_visible())
	print("GetBoundaryOrientedBoundingBox: ", ovrGuardianSystem.get_boundary_oriented_bounding_box())

There is also a OvrUtility GDNative script class that exposes some utility functions to configure the compositor or query information:

onready var ovrUtilities = preload("res://addons/godot_ovrmobile/OvrUtilities.gdns").new()

func do_something():
  # Query the current IPD; return value is in m
  print("Current IPD is: %.1fmm" % (ovrUtilities.get_ipd() * 1000.0))

  # set a color multiply (also useful for fade to black)
  ovrUtilities.set_default_layer_color_scale(Color(1.0, 0.3, 0.4, 1.0));

  # query controller acceleration/velocities; return value is Vector3
  print(ovrUtilities.get_controller_angular_velocity(1)); # parameter is the controller_id (either 1 or 2)
  print(ovrUtilities.get_controller_linear_velocity(1));
  print(ovrUtilities.get_controller_angular_acceleration(1));
  print(ovrUtilities.get_controller_linear_acceleration(1));

  # the same is available for the head:
  print(ovrUtilities.get_head_angular_velocity());
  print(ovrUtilities.get_head_linear_velocity());
  print(ovrUtilities.get_head_angular_acceleration());
  print(ovrUtilities.get_head_linear_acceleration());

Performance settings are in the OvrPerformance GDNative script class:

onready var ovrPerformance = preload("res://addons/godot_ovrmobile/OvrPerformance.gdns").new()

func change_performance_settings():
    # enable the extra latency mode: this gives some performance headroom at the cost
    # of one more frame of latency
  	ovrPerformance.set_extra_latency_mode(1);

    # set fixed foveation level
    # for details see https://developer.oculus.com/documentation/quest/latest/concepts/mobile-ffr/
		ovrPerformance.set_foveation_level(4);

    # if you want dynamic foveation make sure to set the maximum desired foveation with the previous function
    # before you enable dynamic foveation
		ovrPerformance.set_enable_dynamic_foveation(true);

Advanced GDScript Oculus VrApi access

In addition to the official API above there is the experimental OvrVrApiProxy.gdns class that exposes partially the low level property setters/getters from the VrApi.h. This API is to be considered temporary and might be removed in future releases of the plugin. If possible it is recommended to use the offical API described above. The functions inside the API rely on enum values so there is an convenience class OvrVrApiTypes.gd that contains the enum values. In the example below you can see a sample usage of the API. For details of the different enum values and query options please check the VrApi.h file from the oculus mobile sdk.

onready var ovr_vr_api_proxy = preload("res://addons/godot_ovrmobile/OvrVrApiProxy.gdns").new();
onready var ovr_types = preload("res://addons/godot_ovrmobile/OvrVrApiTypes.gd").new();

func test_property_access():
	print("Testing vrapi access:")
	print("System property:")
	print("  vrapi_get_system_property_int(VRAPI_SYS_PROP_DEVICE_TYPE) = ", ovr_vr_api_proxy.vrapi_get_system_property_int(ovr_types.OvrSystemProperty.VRAPI_SYS_PROP_DEVICE_TYPE));
	print("  vrapi_get_system_property_int(VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH) = ", ovr_vr_api_proxy.vrapi_get_system_property_int(ovr_types.OvrSystemProperty.VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH));

	print("Property:")
	print("  vrapi_get_property_int(VRAPI_DEVICE_EMULATION_MODE) = ", ovr_vr_api_proxy.vrapi_get_property_int(ovr_types.OvrProperty.VRAPI_DEVICE_EMULATION_MODE));
	print("  vrapi_get_property_int(VRAPI_ACTIVE_INPUT_DEVICE_ID) = ", ovr_vr_api_proxy.vrapi_get_property_int(ovr_types.OvrProperty.VRAPI_ACTIVE_INPUT_DEVICE_ID));
	print("  vrapi_get_property_int(VRAPI_FOVEATION_LEVEL) = ", ovr_vr_api_proxy.vrapi_get_property_int(ovr_types.OvrProperty.VRAPI_FOVEATION_LEVEL));
	ovr_vr_api_proxy.vrapi_set_property_int(ovr_types.OvrProperty.VRAPI_FOVEATION_LEVEL, 3);
	print("  vrapi_get_property_int(VRAPI_FOVEATION_LEVEL) = ", ovr_vr_api_proxy.vrapi_get_property_int(ovr_types.OvrProperty.VRAPI_FOVEATION_LEVEL));

	print("System Status:")
	print("  vrapi_get_system_status_int(VRAPI_SYS_STATUS_MOUNTED) = ", ovr_vr_api_proxy.vrapi_get_system_status_int(ovr_types.OvrSystemStatus.VRAPI_SYS_STATUS_MOUNTED));
	print("  vrapi_get_system_status_int(VRAPI_SYS_STATUS_RENDER_LATENCY_MILLISECONDS) = ", ovr_vr_api_proxy.vrapi_get_system_status_int(ovr_types.OvrSystemStatus.VRAPI_SYS_STATUS_RENDER_LATENCY_MILLISECONDS));
	print("  vrapi_get_system_status_int(VRAPI_SYS_STATUS_FRONT_BUFFER_SRGB) = ", ovr_vr_api_proxy.vrapi_get_system_status_int(ovr_types.OvrSystemStatus.VRAPI_SYS_STATUS_FRONT_BUFFER_SRGB));