Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)
I built that [1] with it. Getting somehting playable was incredibly fast (but I guess that's not different from unity), and I have not hit any major roadblocks yet. Development was rather smooth. The fact that the hand tracking was supported even before it was supported in Unreal Engine (as far as I know) is also a major plus. A big shout out to Holger Dammertz who did the work on that. [1] www.vrworkout.at
Godot 3.2
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Re: Godot 3.2
#12Earlier quoted context omitted.
I built that [1] with it. Getting somehting playable was incredibly fast (but I guess that's not different from unity), and I have not hit any major roadblocks yet. Development was rather smooth. The fact that the hand tracking was supported even before it was supported in Unreal Engine (as far as I know) is also a major plus. A big shout out to Holger Dammertz who did the work on that. [1] www.vrworkout.at
Just checked out your project's github, very impressive. Can't wait to get my Quest and trying it out, thanks for sharing.
Re: Godot 3.2
#13Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)
I'm pulling in desktop screens to VR which can be moved and placed as wanted. Working on pulling in individual applications and doing application launching. Aside from that it exposes a good bit of file system access in game. So a decent amount of stuff a productivity app may want to do.
I'm not a Unity guy but I briefly tried VR in Unity and the support seemed quite fractured. SteamVR has multiple versions across stores/github and I wasn't sure which to use, ditto for various tool kits. Godot I just downloaded a sample project and striped it down then worked off that.
The hardest part is doing anything non-gamey. Occasionally I'll make a help post and people will just reply "why would anyone want to do that?" but the C# support means you can use just about any libraries out there, so pretty much anything is possible with enough fiddling. I dropped the idea but even had OpenCV working with the Index's webcams at one point.
Re: Godot 3.2
#14Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)
If you're looking at the Quest, Holger Dammertz is doing an awesome job with the Oculus Quest Toolkit[0] where I'm also a contributor.
[0]: https://github.com/NeoSpark314/godot_oculus_quest_toolkit
Re: Godot 3.2
#15(I'm not affiliated with Godot, I just use it and love it)
Re: Godot 3.2
#16Re: Godot 3.2
#17Folks, if you love Godot make sure to support them on their Patreon: https://www.patreon.com/godotengine (I'm not affiliated with Godot, I just use it and love it)
Re: Godot 3.2
#18I make 2D games and it seems that Godot is good for that. I'm scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What's everyone's experience?
What I have yet to try to tackle is the C import tool. Let's say I have a grid of many objects that interact with each other. I don't necessarily want GDScript to be running the logic for 10,000 objects (an extreme number, I'd likely limit it to less, but I still like the idea of keeping performance in mind). So C is a good choice. But suddenly I have to establish and maintain a big connection between GDScript and C. Everytime a feature is added it has to be added in several places. Maybe this is just the way things are done and I should just do the work. I'm worried it is the wrong way to do it.
Re: Godot 3.2
#19I can't understate how much of a big deal the growing support for c# is. Both for non-game devs who want to dip their feet in making games and also luring in current Unity developers.