Edit of asset "XR Origin Centric Movement Demo" Accepted

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Title XR Origin Centric Movement Demo XR Origin Centric Movement Demo
Description This is a demo for an OpenXR project where player movement is handled with a XRorigin3D as a base node.
This is based on the Origin centric solution as explained in the room scale manual page: https://docs.godotengine.org/en/stable/tutorials/xr/xr_room_scale.html#origin-centric-solution

How it works:

With modern VR equipment the user is able to move around a large playspace.
This is often refered to as roomscale VR.
The position of the headset and controllers are tracked in reference to a fixed point within this playspace.
This is often a point on the ground at the center of the playspace mapped out by the user when setting up their guardian.

In Godot the center of this playspace is represented by the `XROrigin3D` node with camera and controllers being tracked through resp. `XRCamera3D` and `XRController3D` child nodes which can thus not be positioned by the user.
The misunderstandings this causes in handling player movement is described in detail in the XR room scale manual page, a highly recommended read before continuing with this demo: https://docs.godotengine.org/en/stable/tutorials/xr/xr_room_scale.html

This demo implements the origin body centric solution to the player movement problem.
This is an older approach to setting up movement in XR which keeps the origin point more clearly mapped in the virtual world.
With this setup it is easier to see how elements are tracked and how the body is moving within the tracked environment.
However moving the player through controller input requires a lot more math as we need to move the origin point to drive player movement.

Action map:

This project does not use the default action map but instead configures an action map that just contains the actions required for this example to work. This so we remove any clutter and just focus on the functionality being demonstrated.

There are only two actions needed for this example:
- aim_pose is used to position the XR controllers
- move is used as the input for our movement

"Move" being the hero here. This action is only bound to one of the two controllers, by default making it a right hand option. Godot will always associate the move action with the controller that is bound to it.

The code example assumes either controller could trigger the move action. Switching from right to left hand is a separate topic out of scope of this demonstration.

Also following OpenXR guidelines only bindings for controllers with which the project has been tested are supplied. XR Runtimes should provide proper re-mapping however not all follow this guideline. You may need to add a binding for the platform you are using to the action map.

Running on PCVR:

This project can be run as normal for PCVR. Ensure that an OpenXR runtime has been installed.
This project has been tested with the Oculus client and SteamVR OpenXR runtimes.
Note that Godot currently can't run using the WMR OpenXR runtime. Install SteamVR with WMR support.

Running on standalone VR:

You must install the Android build templates and OpenXR loader plugin and configure an export template for your device.
Please follow the instructions for deploying on Android in the manual: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html

Language: GDScript

Renderer: Compatibility
This is a demo for an OpenXR project where player movement is handled with a XRorigin3D as a base node.
This is based on the Origin centric solution as explained in the room scale manual page: https://docs.godotengine.org/en/stable/tutorials/xr/xr_room_scale.html#origin-centric-solution

How it works:

With modern VR equipment the user is able to move around a large playspace.
This is often refered to as roomscale VR.
The position of the headset and controllers are tracked in reference to a fixed point within this playspace.
This is often a point on the ground at the center of the playspace mapped out by the user when setting up their guardian.

In Godot the center of this playspace is represented by the `XROrigin3D` node with camera and controllers being tracked through resp. `XRCamera3D` and `XRController3D` child nodes which can thus not be positioned by the user.
The misunderstandings this causes in handling player movement is described in detail in the XR room scale manual page, a highly recommended read before continuing with this demo: https://docs.godotengine.org/en/stable/tutorials/xr/xr_room_scale.html

This demo implements the origin body centric solution to the player movement problem.
This is an older approach to setting up movement in XR which keeps the origin point more clearly mapped in the virtual world.
With this setup it is easier to see how elements are tracked and how the body is moving within the tracked environment.
However moving the player through controller input requires a lot more math as we need to move the origin point to drive player movement.

Action map:

This project does not use the default action map but instead configures an action map that just contains the actions required for this example to work. This so we remove any clutter and just focus on the functionality being demonstrated.

There are only two actions needed for this example:
- aim_pose is used to position the XR controllers
- move is used as the input for our movement

"Move" being the hero here. This action is only bound to one of the two controllers, by default making it a right hand option. Godot will always associate the move action with the controller that is bound to it.

The code example assumes either controller could trigger the move action. Switching from right to left hand is a separate topic out of scope of this demonstration.

Also following OpenXR guidelines only bindings for controllers with which the project has been tested are supplied. XR Runtimes should provide proper re-mapping however not all follow this guideline. You may need to add a binding for the platform you are using to the action map.

Running on PCVR:

This project can be run as normal for PCVR. Ensure that an OpenXR runtime has been installed.
This project has been tested with the Oculus client and SteamVR OpenXR runtimes.
Note that Godot currently can't run using the WMR OpenXR runtime. Install SteamVR with WMR support.

Running on standalone VR:

You must install the Android build templates and OpenXR loader plugin and configure an export template for your device.
Please follow the instructions for deploying on Android in the manual: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html

Language: GDScript

Renderer: Compatibility
Category Demos Demos
License MIT MIT
Repository Provider Custom Custom
Repository Url https://github.com/godotengine/godot-demo-projects/tree/4.2-31d1c0c/xr/openxr_origin_centric_movement https://github.com/godotengine/godot-demo-projects/tree/4.2-31d1c0c/xr/openxr_origin_centric_movement
Issues Url https://github.com/godotengine/godot-demo-projects/issues https://github.com/godotengine/godot-demo-projects/issues
Godot version Godot 4.2 Godot 4.2
Version String 4.2-31d1c0c 4.2-31d1c0c
Download Commit https://github.com/godotengine/godot-demo-projects/releases/download/4.2-31d1c0c/xr_openxr_origin_centric_movement.zip https://github.com/godotengine/godot-demo-projects/releases/download/4.2-31d1c0c/xr_openxr_origin_centric_movement.zip
Download Url (Computed) https://github.com/godotengine/godot-demo-projects/releases/download/4.2-31d1c0c/xr_openxr_origin_centric_movement.zip https://github.com/godotengine/godot-demo-projects/releases/download/4.2-31d1c0c/xr_openxr_origin_centric_movement.zip
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