Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to intialize than other AR/VR interfaces.
Here's the minimum code required to start an immersive VR session:
[codeblock]
var webxr_interface
var vr_supported = false
extends Node3D
func _ready():
# We assume this node has a button as a child.
# This button is for the user to consent to entering immersive VR mode.
# This tells Godot to start rendering to the headset.
get_viewport().xr = true
# This will be the reference space type you ultimately got, out of the
# types that you requested above. This is useful if you want the game to
# work a little differently in 'bounded-floor' versus 'local-floor'.
print ("Reference space type: " + webxr_interface.reference_space_type)
# This will return false if we're unable to even request the session,
# however, it can still fail asynchronously later in the process, so we
# only know if it's really succeeded or failed when our
# _webxr_session_started() or _webxr_session_failed() methods are called.
if not webxr_interface.initialize():
OS.alert("Failed to initialize")
return
func _webxr_session_ended():
$Button.visible = true
# If the user exits immersive mode, then we tell Godot to render to the web
# page again.
get_viewport().xr = false
func _webxr_session_started():
$Button.visible = false
# This tells Godot to start rendering to the headset.
get_viewport().xr = true
# This will be the reference space type you ultimately got, out of the
# types that you requested above. This is useful if you want the game to
# work a little differently in 'bounded-floor' versus 'local-floor'.
print ("Reference space type: " + webxr_interface.reference_space_type)
func _webxr_session_failed(message):
OS.alert("Failed to initialize: " + message)
func _webxr_session_ended():
$Button.visible = true
# If the user exits immersive mode, then we tell Godot to render to the web
# page again.
get_viewport().xr = false
func _webxr_session_failed(message):
OS.alert("Failed to initialize: " + message)
[/codeblock]
There are several ways to handle "controller" input:
- Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].