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Releases: patrykkalinowski/godot-xr-kit

0.4.0

21 Jan 20:13

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Changes

  • Reworked physics code for hand movement
  • Reworked dynamic grab inverse kinematics
  • Reworked collision detection for player body
  • Added pushback: player can push away from objects without grabbing them
  • Hand Pose Recognition switched from measuring distances between bones to measuring angles, so it can work with all hand sizes
  • Switched to Jolt Physics Engine (https://github.com/godot-jolt/godot-jolt) which is now required for the addon to work

Known issues

  • Provided hand models (valve_hand_models) were designed for SteamVR where hands have fixed size. Oculus hand tracking changes skeleton size based on user hands, which messes up the mesh due to incorrect mesh skinning
  • Free rotation (when you press trigger while holding an object) has several rotation bugs
  • Joystick rotation around static object applies incorrect rotation value depending on angle
  • Body does not retain momentum during grab (grabbing when moving will stop body, pushback and thrusters don't work when holding an object)

Compatibility

Works on Godot 4.2

0.3.2

03 Dec 20:44

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  • do not grab/drop based on hand poses when we receive data from controller

0.3.1

03 Dec 17:37

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  • removed duplicated textures from valve_hand_models
  • fixed signals not disabling hand animations when switching to hand tracking in Oculus

0.3.0

30 Nov 20:45

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  • Added support for controllers in Oculus (PC and standalone), including hand animations for grip and trigger
  • Seamless switching between controller and hand tracking in Oculus
  • Fixed procedural grab poses by switching to Inverse Kinematics and greatly reduced amount of Raycasts for fingers

Known issues:

  • Hand tracking physics is glitchy
  • Hand models have incorrect bone positions in Oculus and grip pose is not perfectly aligned

0.2.0

16 Nov 23:38

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Update Physics Movement to v0.2.0:

  • updated project to Godot v4.2
  • player rotation moved to _physics_process and fixed visual glitching
  • extended thrusters to work in 4 directions and moved controls to left joystick
  • added thrusters brake
  • created custom OpenXR action map with Touch controller bindings
  • added finger micromovement: fingers now wiggle a little when hand is moving
  • updated project to work properly on Meta Quest 3: increased physics tick rate to 144Hz, disabled v-sync and switched WorldEnvironment from clear color to procedural sky in example scenes

0.1.1

11 May 21:01

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Physics Hand is now moved by PID controller.

  • gives more options for tweaking the movement
  • still buggy, but usable after some tuning

Physics Movement addon remains in alpha state

0.1.0

03 May 11:04

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Initial release for Godot Asset Library.

Current state of XR Kit:

  • Physics Movement: alpha
  • Hand Gesture Recognition: production ready
  • Smooth Input Filter: production ready
  • Cinematic View: production ready