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VR: Make links anonymous to fix warnigns on name conflicts
(cherry picked from commit 056919cebc)
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@@ -117,28 +117,28 @@ Official plugins and resources
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As mentioned earlier, Godot does not support the various VR and AR SDKs out of the box, you
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need a plugin for the specific SDK you want to use. There are several official plugins available
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in the `GodotVR Repository <https://github.com/GodotVR>`_.
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in the `GodotVR Repository <https://github.com/GodotVR>`__.
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* `Godot Oculus Mobile <https://github.com/GodotVR/godot_oculus_mobile>`_ provides support for
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* `Godot Oculus Mobile <https://github.com/GodotVR/godot_oculus_mobile>`__ provides support for
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the Oculus Go and Oculus Quest. The Quest will require additional setup documented in
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:ref:`doc_developing_for_oculus_quest`.
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* `Godot OpenVR <https://github.com/GodotVR/godot_openvr>`_ (not to be confused with OpenXR)
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* `Godot OpenVR <https://github.com/GodotVR/godot_openvr>`__ (not to be confused with OpenXR)
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supports the OpenVR SDK used by Steam.
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* `Godot Oculus <https://github.com/GodotVR/godot_oculus>`_ supports the Oculus SDK
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* `Godot Oculus <https://github.com/GodotVR/godot_oculus>`__ supports the Oculus SDK
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(desktop headsets only).
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* `Godot OpenHMD <https://github.com/GodotVR/godot_openhmd>`_ supports OpenHMD, an open source
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* `Godot OpenHMD <https://github.com/GodotVR/godot_openhmd>`__ supports OpenHMD, an open source
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API and drivers for headsets.
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* `Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, an open standard
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* `Godot OpenXR <https://github.com/GodotVR/godot_openxr>`__ supports OpenXR, an open standard
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for VR and AR software. Tested with SteamVR, Monada and Oculus OpenXR runtimes.
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These plugins can be downloaded from GitHub or the Godot Asset Library.
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In addition to the plugins, there are several official demos.
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* `Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_.
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* `Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the tutorial for this project
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* `Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`__.
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* `Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`__ (the tutorial for this project
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is :ref:`doc_vr_starter_tutorial_part_one`).
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* `Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows implementations for VR
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* `Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`__, which shows implementations for VR
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features such as movement and picking up objects.
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Other things to consider
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@@ -15,7 +15,7 @@ It can take lots of practice and iterations to get this right, but there are a f
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- In VR, 1 unit is typically considered 1 meter. If you design your assets around that standard, you can save yourself a lot of headache.
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- In your 3D modeling program, see if there is a way to measure and use real world distances. In Blender, you can use the MeasureIt add-on; in Maya, you can use the Measure Tool.
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- You can make rough models using a tool like `Google Blocks <https://vr.google.com/blocks/>`_, and then refine in another 3D modelling program.
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- You can make rough models using a tool like `Google Blocks <https://vr.google.com/blocks/>`__, and then refine in another 3D modelling program.
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- Test often, as the assets can look dramatically different in VR than on a flat screen!
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Throughout the course of this tutorial, we will cover:
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@@ -38,30 +38,30 @@ Throughout the course of this tutorial, we will cover:
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This tutorial was written and tested using a Windows Mixed Reality headset and controllers. This project has also been tested on the HTC Vive. Code adjustments may be required
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for other VR Headsets, such as the Oculus Rift.
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The Godot project for this tutorial is found on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_. The starter assets for this tutorial can be found in the releases
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The Godot project for this tutorial is found on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`__. The starter assets for this tutorial can be found in the releases
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section on the GitHub repository. The starter assets contain some 3D models, sounds, scripts, and scenes that are configured for this tutorial.
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.. note:: **Credits for the assets provided**:
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- The sky panorama was created by `CGTuts <https://cgi.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684>`_.
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- The sky panorama was created by `CGTuts <https://cgi.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684>`__.
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- The font used is Titillium-Regular
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- - The font is licensed under the SIL Open Font License, Version 1.1
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- The audio used are from several different sources, all downloaded from the Sonniss #GameAudioGDC Bundle (`License PDF <https://sonniss.com/gdc-bundle-license/>`_)
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- The audio used are from several different sources, all downloaded from the Sonniss #GameAudioGDC Bundle (`License PDF <https://sonniss.com/gdc-bundle-license/>`__)
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- - The folders where the audio files are stored have the same name as folders in the Sonniss audio bundle.
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- The OpenVR addon was created by `Bastiaan Olij <https://github.com/BastiaanOlij>`_ and is released under the MIT license. It can be found both on the `Godot Asset Library <https://godotengine.org/asset-library/asset/150>`_ and on `GitHub <https://github.com/GodotVR/godot-openvr-asset>`_. *3rd party code and libraries used in the OpenVR addon may be under a different license.*
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- The OpenVR addon was created by `Bastiaan Olij <https://github.com/BastiaanOlij>`__ and is released under the MIT license. It can be found both on the `Godot Asset Library <https://godotengine.org/asset-library/asset/150>`__ and on `GitHub <https://github.com/GodotVR/godot-openvr-asset>`__. *3rd party code and libraries used in the OpenVR addon may be under a different license.*
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- The initial project, 3D models, and scripts were created by `TwistedTwigleg <https://github.com/TwistedTwigleg>`_ and is released under the MIT license.
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- The initial project, 3D models, and scripts were created by `TwistedTwigleg <https://github.com/TwistedTwigleg>`__ and is released under the MIT license.
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.. tip:: You can find the finished project on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_.
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.. tip:: You can find the finished project on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`__.
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Getting everything ready
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------------------------
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If you have not already, go to the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps/releases/>`_ and download the "Starter Assets" file from the releases. Once you have the
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If you have not already, go to the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps/releases/>`__ and download the "Starter Assets" file from the releases. Once you have the
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starter assets downloaded, open up the project in Godot.
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.. note:: The starter assets are not required to use the scripts provided in this tutorial.
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@@ -162,7 +162,7 @@ In the ``_ready`` function, we first get the OpenVR VR interface using the ``fin
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called `VR`. If the :ref:`ARVRServer <class_ARVRServer>` finds an interface with the name OpenVR, it will return it, otherwise it will return ``null``.
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.. note:: The OpenVR VR interface is not included with Godot by default. You will need to download the OpenVR asset from the
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`Asset Library <https://godotengine.org/asset-library/asset/150>`_ or `GitHub <https://github.com/GodotVR/godot-openvr-asset>`_.
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`Asset Library <https://godotengine.org/asset-library/asset/150>`__ or `GitHub <https://github.com/GodotVR/godot-openvr-asset>`__.
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The code then combines two conditionals, one to check if the `VR` variable is NOT null (``if VR``) and another calls the initialize function, which returns a boolean based on
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whether the OpenVR interface was able to initialize or not. If both of these conditionals return true, then we can turn the main Godot :ref:`Viewport <class_Viewport>` into
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@@ -1036,7 +1036,7 @@ Reducing motion sickness
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------------------------
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.. note:: There are plenty of ways to reduce motion sickness in VR, and there is no one perfect way to reduce motion sickness. See
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`this page on the Oculus Developer Center <https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`_
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`this page on the Oculus Developer Center <https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`__
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for more information on how to implement locomotion and reducing motion sickness.
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To help reduce motion sickness while moving, we are going to add a vignette effect that will only be visible while the player moves.
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@@ -1046,7 +1046,7 @@ vignette to the VR headset when the player is moving using the VR controllers. T
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Open up ``Movement_Vignette.tscn``, which you can find in the ``Scenes`` folder. The scene is just a :ref:`ColorRect <class_ColorRect>` node with a custom
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shader. Feel free to look at the custom shader if you want, it is just a slightly modified version of the vignette shader you can find in the
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`Godot demo repository <https://github.com/godotengine/godot-demo-projects>`_.
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`Godot demo repository <https://github.com/godotengine/godot-demo-projects>`__.
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Let's write the code that will make the vignette shader visible when the player is moving. Select the ``Movement_Vignette`` node and create a new script called ``Movement_Vignette.gd``.
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Add the following code:
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@@ -1130,7 +1130,7 @@ That is the whole script! Now that we have written the code, go ahead and try mo
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then before!
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.. note:: As previously mentioned, there are plenty of ways to reduce motion sickness in VR. Check out
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`this page on the Oculus Developer Center <https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`_
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`this page on the Oculus Developer Center <https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`__
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for more information on how to implement locomotion and reducing motion sickness.
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@@ -13,7 +13,7 @@ In this part of the VR starter tutorial series, we will be adding a number of sp
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This continues from where we left on in the last tutorial part, where we just finished getting the VR controllers working and defined a custom
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class called ``VR_Interactable_Rigidbody``.
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.. tip:: You can find the finished project on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_.
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.. tip:: You can find the finished project on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`__.
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Adding destroyable targets
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@@ -1032,4 +1032,4 @@ Now you have a fully working VR project with multiple different types of special
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help serve as an introduction to making fully-featured VR games in Godot! The code and concepts detailed in this tutorial can be expanded on to make puzzle games, action games,
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story-based games, and more!
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.. warning:: You can download the finished project for this tutorial series on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_, under the releases tab!
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.. warning:: You can download the finished project for this tutorial series on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`__, under the releases tab!
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