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Introduction
Godot XR Game Jam
Godot community
Malcolm Nixons channel
Downloading Godot
Project settings
Creating our scene
Adding environment to our scene
Testing our project (PCVR)
OpenXR project settings for Godot 4.2
Installing OpenJDK
Installing and configuring Android Studio
Godot editor settings
Installing export templates
Godot 4.1 specific steps
Install Android build templates
Creating export presets
Enabling ETC2/ASTC
Enabling remote debug
Testing our project (Stand alone)
Installing vendors plugin
Install Android build templates
Creating export presets
Enable remote debug
Wrap up
Starting Soon
Countdown Video
Karma Earners
Inside Unreal Graphic
Stream Introductions
Stream Overview
What is OpenXR?
OpenXR Plugin
Learn More
Supported Devices
OpenXR VR Template
Project Settings
VR Pawn and Camera
Syncing the VR
Scene Capture Component Note
Grab Component
Logic Behind the Components
Custom Grab Actor
Custom Grab Actor Continued
Recap
Trigger Actor
Built-in Menu
Questions and Answers
Additional Notes
Information and Stream Wrap-Up
About Me: Ryan Pavlik • Open-source VR software developer un 2009 Open working group - participant since the first official meeting in January 2017 elected specification editor in April
OpenXR Handle Types
Atoms
Modeling Interaction with Actions Profiles
Sample of Actions on ProfileBindings 1
Structure of an OpenXR App . Get started
System and Views
Frame loop Frame functions called on the Session
Swapchain and view management Swapchain management
Wrap-up