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36 lines
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36 lines
1.7 KiB
ReStructuredText
.. _doc_xr_next_steps:
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Where to go from here
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=====================
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Now that we have the basics covered there are several options to look at for your XR game dev journey:
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* You can take a look at the :ref:`Advanced topics <openxr-advanced-topics>` section.
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* You can look at a number of `XR demos here <https://github.com/godotengine/godot-demo-projects/tree/master/xr>`_.
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* You can find 3rd party tutorials on our :ref:`Tutorials and resources <doc_community_tutorials>` page.
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Godot OpenXR vendor plugin
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--------------------------
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The vendor plugin isn't just for :ref:`deploying to Android <doc_deploying_to_android>`.
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In the vendor plugin, we implement many OpenXR vendor extensions that unlock unique features on certain devices,
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or features that are new enough that a standardized implementation is not available yet.
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Together with the OpenXR working group we maintain a
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`client support matrix <https://github.khronos.org/OpenXR-Inventory/extension_support.html#client_matrix>`_ that lists
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all the OpenXR extensions Godot supports and whether they require the vendor plugin.
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XR Toolkits
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-----------
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There are various XR toolkits available that implement more complex XR logic ready for you to use.
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We have a :Ref:`small introduction to Godot XR Tools <godot-xr-tools>` that you can look at,
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a toolkit developed by core contributors of Godot.
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There are more toolkits available for Godot:
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* `Godot XR handtracking toolkit <https://github.com/RevolNoom/godot_xr_handtracking>`_ (GDScript)
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* `Godot XR Kit <https://github.com/patrykkalinowski/godot-xr-kit>`_ (GDScript)
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* `Godot XR Tools <https://github.com/godotvr/godot-xr-tools>`_ (GDScript)
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* `NXR <https://github.com/stumpynub/NXR>`_ (C#)
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