.. _doc_xr_next_steps: Where to go from here ===================== Now that we have the basics covered there are several options to look at for your XR game dev journey: * You can take a look at the :ref:`Advanced topics ` section. * You can look at a number of `XR demos here `_. * You can find 3rd party tutorials on our :ref:`Tutorials and resources ` page. Godot OpenXR vendor plugin -------------------------- The vendor plugin isn't just for :ref:`deploying to Android `. In the vendor plugin, we implement many OpenXR vendor extensions that unlock unique features on certain devices, or features that are new enough that a standardized implementation is not available yet. Together with the OpenXR working group we maintain a `client support matrix `_ that lists all the OpenXR extensions Godot supports and whether they require the vendor plugin. XR Toolkits ----------- There are various XR toolkits available that implement more complex XR logic ready for you to use. We have a :Ref:`small introduction to Godot XR Tools ` that you can look at, a toolkit developed by core contributors of Godot. There are more toolkits available for Godot: * `Godot XR handtracking toolkit `_ (GDScript) * `Godot XR Kit `_ (GDScript) * `Godot XR Tools `_ (GDScript) * `NXR `_ (C#)