xr-development

Develop VR/AR/XR applications with OpenXR and Godot 4.3+.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/AnctyEnly453/simulator-game --skill xr-development-anctyenly453
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-development
Source: https://github.com/AnctyEnly453/simulator-game/tree/main/skills/xr-development
Command: npx skills add https://github.com/AnctyEnly453/simulator-game --skill xr-development-anctyenly453

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires godot-engine, openxr, and includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill helps developers build VR/AR/XR applications using OpenXR and Godot 4.3+, addressing the need for efficient XR development with advanced features like hand tracking and passthrough.

Core Features & Use Cases

  • XR Setup: Provides a comprehensive guide to setting up OpenXR, including enabling plugins and configuring rendering settings.
  • Controllers and Input: Details how to handle controller input, including buttons and thumbstick controls.
  • Hand Tracking: Covers hand tracking setup, joint sampling, and gesture detection.
  • Grabbing Objects: Explains how to implement physics-based object grabbing.
  • XR UI Interaction: Describes creating in-world UI panels and handling pointer/ray interactions.
  • Passthrough (Mixed Reality): Guides on enabling and configuring passthrough for mixed reality experiences.
  • Meta Quest Export: Provides steps for exporting applications to Meta Quest.
  • Godot 4.5+ XR Features: Discusses new features in Godot 4.5 and later, including OpenXR 1.1 support, spatial entities, and render models.
  • visionOS Export: Explains how to export to Apple Vision Pro via Xcode.

Quick Start

Start an XR session in Godot 4.3+ by enabling OpenXR in Project Settings and following the step-by-step guide on setting up the scene structure.

Frequently Asked Questions about xr-development

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up OpenXR in Godot 4.3 for VR development?

To set up OpenXR in Godot 4.3, enable the OpenXR plugin in Project Settings and configure the rendering settings. You then structure your scene using XROrigin3D to establish the VR session.

Does Godot 4.5 support new OpenXR features for mixed reality?

Godot 4.5 supports new OpenXR features including OpenXR 1.1 support, spatial entities, and render models. These updates enhance mixed reality capabilities and advanced XR application development.

How do I implement hand tracking in a Godot XR application?

Hand tracking in a Godot XR application involves setting up joint sampling and gesture detection. This allows the XR experience to accurately track and respond to user hand movements.

Can I export a Godot XR application to Meta Quest and visionOS?

You can export Godot XR applications to Meta Quest directly and to visionOS via Xcode. The workflow provides specific steps for deploying OpenXR-based experiences to these VR platforms.

What is the best way to handle XR UI interaction and physics-based grabbing in Godot?

For XR UI interaction, create in-world UI panels and handle pointer or ray interactions. Physics-based object grabbing is implemented by configuring controller inputs to interact with scene physics.

How do I enable passthrough for mixed reality experiences in Godot?

Passthrough for mixed reality experiences is enabled by configuring specific rendering settings in Godot. This allows the real world to be visible alongside virtual objects in your XR application.