Files
godot-website/collections/_release_4_5/entry-systems-xr-openxr-render-models.md
Adam Scott 5387797774 Godot 4.5 release page
Huge thanks to JohnVeness, AThousandShips, and Meorge for their
great help rewording my broken English.
2025-09-15 16:03:40 -04:00

1.2 KiB
Raw Permalink Blame History

type, section, subsection, rank, importance, anchor, title, text, contributors, video_poster, video_src, media_position, read_more, content_creator, inverted
type section subsection rank importance anchor title text contributors video_poster video_src media_position read_more content_creator inverted
entry systems XR 2 3 openxr-render-models OpenXR render models Weve added support for the ``@[XR_EXT_render_model](membervariable)`` and ``@[XR_EXT_interaction_render_model](membervariable)`` extensions introduced in OpenXR. These extensions, when enabled and supported, give an application access to fully animated models of the controllers currently held by users. This means Meta Quest 3S and Pico 4 Ultra users will see their respective controllers in their hands without extra effort from the developer. In order to use this feature in your game, you need to add ``@[OpenXRRenderModels](enginetype)`` as a child node of the ``@[XROrigin3D](enginetype)`` node. For more information, [please see the docs](https://docs.godotengine.org/en/4.5/tutorials/xr/openxr_render_models.html).
name github
BastiaanOlij BastiaanOlij
/storage/releases/4.5/video/godot_openxr_render_models.webp /storage/releases/4.5/video/godot_openxr_render_models.webm right https://github.com/godotengine/godot/pull/107388 [@mux213](https://bsky.app/profile/mux213.bsky.social) true