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I have started VR development very recently for a small side project and I am very happy with Godot (I mentioned the link in one of the other replies, it's call
by blensor 7y ago
I have started VR development very recently for a small side project and I am very happy with Godot (I mentioned the link in one of the other replies, it's calle VRWorkout).
Currently you should use the 3.2 Beta and have to install the godot_oculus_mobile plugin yourself, but once that is setup, you have an Android symbol in your Godot Editor and can hit play to get it running on the Oculus Quest headset.
It's reinstalled for each time you hit play, so that takes a few seconds. I don't know how unity handles this.
Performance wise you are on your own I guess, so you should know what to do and what not to do to achieve good performance.
Don't know about language bindings, I am using GDscript as it is close enough to python to get by.
From my point the whole experience was a breeze, given that's it's free and a really small download I would definitely at least check it out before trying something heavier.
- dakom 7y agoCool, thanks for the feedback! I didn't see the source code on your repo - just release builds... did I miss something or is it closed-source? Unity also takes a few seconds, it's not instantaneous, but much better than the proper build/deploy route which can be minutes
- blensor 7y agoI only released the first test version a week ago and it's relying on the beta of godot as well as a patched export template to support hand tracking, that's why I haven't released it yet. There is currently development going on to integrate the necessary changes into the godot_oculus_mobile plugin and into Godot itself to support that. Once it can be run without patching several different components I will add the source. Or if too many people ask and giving that explanation becomes more work than actually supporting them to get it running before everything works out of the box :)