VR Settings in Godot
Before getting started with settings, go to Project/Project Settings and choose Advanced Settings.
Project Settings:
- OpenXR Enabled: On
- Reference Space: Local Floor
- Physics/Common/Physics Ticks per Second: 72/80/90 (Set this to your desired headset FPS to avoid stuttering with physics)
- Rendering/Anti Aliasing/Quality/MSAA 3D: 4x (Slow)
- Editor/Manage Export Templates (installed)
- Installed the OpenXR Vendors plugin: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html#installing-the-vendors-plugin
Android (Meta):
Ensure everything above is installed.
Android tools configured: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html#doc-exporting-for-android
If you are in the SCiL lab, you can use the Unity's bundled Android SDK located:
C:\Program Files\Unity\Hub\Editor\6000.0.59f2\Editor\Data\PlaybackEngines\AndroidPlayer
Project set to Mobile or Compatibility
Project/Install Android Build Template
Project Settings:
- Rendering/Textures/VRAM Compression/Import ETC2 ASTC: On
- XR/OpenXR/Color Space/Starting Color Space: REC709
Project/Export:
- Use Gradle Build: On
- Min SDK: 32
- Target SDK: 32
- Package/Unique Name: use a reverse URL, e.g. com.CompanyName.YourAppName
- XR Features/XR Mode: OpenXR
- Enable Meta Plugin: On
Nodes:
- World Environment: Disable Fog and any other effects)
- DirectionalLight3D/Light/Bake Mode: Static