Platform: VR
90+ FPS, comfort-first design, and motion control accuracy define VR development.
NEVER Do (Expert VR Rules)
Rendering & Comfort
- NEVER drop below 90 FPS β In VR, 72 FPS or less causes instant nausea. You MUST maintain at least 90 FPS (Meta Quest 2/3 typical) and minimize rendering jank.
- NEVER use smooth rotation without a vignette (comfort mask) β Smooth rotation causes motion sickness. Always provide snap turning OR dynamic vignetting.
- NEVER force 3D MSAA if Foveated Rendering is enabled β Foveation can conflict with MSAA natively in the OpenXR pipeline on some hardware.
Locomotion & Interaction
- NEVER skip a teleport locomotion option β Smooth movement is intolerable for many. Always offer teleportation as an accessibility alternative.
- NEVER use billboarding for VR UI β
BILLBOARD_ENABLEDbreaks stereoscopic depth cues. Use staticMeshInstance3Dplanes withSubViewports. - NEVER place UI too close or too far β 0.5m causes eye strain; 10m is unreadable. Optimal distance is 1-3 meters from the player.
Safety & System
- NEVER forget to respect physical play area boundaries β Stepping into real-world objects is a safety risk. Use
XRServerto fetch guardian bounds. - NEVER ignore focus_lost or session_ended signals β Gracefully handle disconnections or system menu overlays by pausing the simulation.
- NEVER hardcode XRControllerTracker names β Use the OpenXR Action Map system to decouple gameplay from specific hardware labels.
Comfort Decision Tree (start here)
- Can the player opt out of continuous locomotion? β If no, stop and add teleport + seated mode before any smooth locomotion code.
- Turning: snap turn default β load vr_locomotion_handler.gd. Smooth turn only with vignette + comfort toggle.
- Play area / focus: load vr_safety_guardian_warner.gd + vr_headset_focus_guard.gd before shipping any locomotion.
- Session bootstrap / actions / FPS: then load vr_openxr_initializer.gd, vr_input_action_mapper.gd, vr_performance_config.gd.
Available Scripts
MANDATORY: After the comfort decision tree, read the matching script before implementing that pattern. Do not invent a bare
use_xr = true/XRController3D.is_button_presseddemo β start from the scripts below.
vr_openxr_initializer.gd
Expert OpenXR initialization with driver support and feature verification.
vr_hand_gesture_detector.gd
Pinch and Grab recognition using XRHandModifier3D for hand tracking.
vr_locomotion_handler.gd
Snap turn, comfort vignette, and accessibility teleport_to() with guardian/focus failure modes.
vr_passthrough_manager.gd
Alpha blending and underlay setup for Mixed Reality (AR/VR) transitions.
vr_performance_config.gd
Expert Foveated Rendering and Variable Rate Shading (VRS) setup.
vr_haptic_sequencer.gd
Complex haptic pulse sequencing using XRController3D triggers.
vr_physics_hand_controller.gd
Non-clipping, physics-following hands that respect environmental solid.
vr_safety_guardian_warner.gd
Guardian/Chaperone boundary distance warning logic using XRServer.
vr_headset_focus_guard.gd
Headset-aware pause logic for focus loss (System Menu / Headset Off).
vr_input_action_mapper.gd
OpenXR Action Map abstraction to decouple logic from hardware buttons.
Teleport Accessibility Path
Always ship teleport (or room-scale only) as an alternative to smooth locomotion.
- MANDATORY read vr_locomotion_handler.gd β
teleport_to(target_global). - Raycast from controller aim to floor/navmesh; pass the hit point into
teleport_to. - Failure modes (must handle):
- Guardian clip β reject targets outside play-area bounds; warn via vr_safety_guardian_warner.gd.
- Focus pause β never teleport while the tree is paused / headset focus lost; vr_headset_focus_guard.gd owns pause/mute.
- Pair teleport with snap turn + vignette from the same locomotion handler.
Comfort Gates (NEVER-adjacent)
These are hard comfort gates, not soft preferences:
- 90+ FPS before any optional VFX β nausea risk outweighs polish.
- Teleport or snap-turn path always available β never ship smooth-only locomotion.
- Guardian + focus handlers live before first public playtest.
- UI at 1β3 m on composition layers / static quads β never billboarded close-range HUD.
Expert patterns (script pointers)
- Mixed-Reality passthrough (Quest 3) β
environment_blend_mode = ALPHA_BLEND+transparent_bgexposes the camera feed through scene alpha β mixed_reality_manager.gd / vr_passthrough_manager.gd. - Composition-layer UI β
OpenXRCompositionLayerQuad+SubViewportbypasses lens blur β xr_performance_overlay.gd. - Universal grab β OpenXR action map + central reparent manager β universal_grab_manager.gd + vr_input_action_mapper.gd.
Deep dives (on demand)
- Extended OpenXR bootstrap, motion-control samples β xr-comfort-patterns.md
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain β do not preload the whole lattice.
Official Documentation
- Setting up XR β OpenXR project enablement, XROrigin3D/XRCamera3D tree, and first headset session bootstrap.
- A better XR start script β robust initialize β use_xr sequencing, focus signals, and failure paths before viewport XR mode.
- The XR action map β hardware-agnostic actions so gameplay never hardcodes controller button strings.
- Basic XR locomotion β teleport vs continuous movement and comfort-oriented turning patterns.
- OpenXR hand tracking β XRHandModifier3D / joint tracking and controller fallback expectations.
- OpenXR composition layers β crisp SubViewport UI via OpenXRCompositionLayerQuad instead of billboarded 3D quads.
- AR / passthrough β environment blend modes and transparent viewport setup for mixed reality.
- OpenXR settings β foveation, render target multiplier, and other headset performance knobs.
- XR room-scale β play-area / guardian bounds via XRServer for physical safety.
- Deploying XR on Android β Quest-class Android export, permissions, and OpenXR loader packaging.
- Variable rate shading β VRS / foveated shading tradeoffs that pair with OpenXR foveation for 90+ FPS.
- XRInterface β initialize, focus, passthrough, haptics, and blend-mode APIs shared by OpenXR/WebXR.
Related Skills
Prerequisites
- godot-project-foundations β project settings, scene tree, and viewport basics required before enabling OpenXR and use_xr.
- godot-input-handling β action/event mental model that the OpenXR Action Map extends for motion controllers.
- godot-gdscript-mastery β typed XR scripts, await timers for snap-turn comfort, and signal wiring for focus/haptics.
Complements
- godot-camera-systems β XRCamera3D is still a Camera3D; comfort UI distance and head-relative framing reuse camera placement rules.
- godot-performance-optimization β draw-call and GPU budgets that decide whether 90/120 Hz holds under foveation and VRS.
- godot-physics-3d β CharacterBody3D/RigidBody3D grab-and-throw hands that must not clip through static world geometry.
- godot-audio-systems β mute/duck buses when headset focus is lost so system menus never leave game audio blasting.
- godot-shaders-basics β comfort vignettes and spatial overlays during locomotion without fighting the XR compositor.
- godot-ui-containers β layout inside SubViewports projected through composition layers at 1β3 m.
- godot-export-builds β Android/desktop export presets and OpenXR loader packaging for Quest and PCVR.
- godot-platform-mobile β standalone headset Android constraints (thermal, resolution scale, touchless UX) that overlap Quest shipping.
Downstream / consumers
- godot-platform-web β WebXR session_started/ended flows that reuse the same XRServer interface patterns for browser VR.
- godot-scene-management β pause trees and scene swaps when focus_lost or session_ended fires mid-experience.
Master
- godot-master β library router and mirrored module entry for cross-skill discovery.