xr-development

Automates Godot 4.3 XR development setup including OpenXR integration and Quest export configuration.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill xr-development-gooddayday
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-development
Source: https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework/tree/main/.harness/skills/xr-development
Command: npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill xr-development-gooddayday

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Building XR projects in Godot 4.3 can be complex due to scattered setup steps, plugin configuration, and platform-specific constraints. This Skill consolidates and guides OpenXR initialization, 3D XR scene wiring, input handling, and Quest deployment to streamline development.

Core Features & Use Cases

  • OpenXR setup & plugin enablement for Godot 4.3 projects.
  • XROrigin3D scaffolding and XR scene structure with controllers, hands, and passthrough.
  • Input & interaction primitives for controllers, hand tracking, and UI in VR/AR.
  • Quest export readiness with recommended settings for performance and compatibility.
  • Use cases include rapid prototyping of VR/AR experiences, cross-headset compatibility testing, and production-ready OpenXR pipelines.

Quick Start

Initialize an OpenXR XR workflow in a Godot 4.3 project by enabling the OpenXR plugin, wiring an XROrigin3D, and configuring passthrough and Quest export settings.

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 and AR development?

Setting up OpenXR in Godot 4.3 involves enabling the OpenXR plugin and wiring an XROrigin3D node into your scene. This establishes the foundational VR architecture for controllers, hands, and passthrough configurations.

What is XROrigin3D scaffolding and why is it needed for Godot XR projects?

XROrigin3D scaffolding is the process of building the core XR scene architecture in Godot, anchoring the player's spatial origin. It is required to properly position VR controllers, hand tracking, and passthrough layers within the 3D environment.

How do I enable hand tracking and controller input in a Godot OpenXR project?

Enabling hand tracking and controller input involves configuring interaction primitives within your XROrigin3D setup. This wires OpenXR input actions for motion controllers and tracked hands directly into your VR and AR interfaces.

Can I use Godot 4.3 to export VR apps directly to the Meta Quest?

Yes, you can export Godot 4.3 VR apps to Meta Quest by applying specific Quest export settings. This configures your OpenXR project to meet standalone headset performance profiles and ensures platform compatibility.

Does OpenXR passthrough work with Godot 4.3 for AR workflows?

OpenXR passthrough works with Godot 4.3 for AR workflows by enabling specific passthrough layers within the XR scene architecture. This allows mixed reality experiences by overlaying virtual UI and objects onto the real-world environment.

What is the best way to handle XR UI and interaction primitives in Godot?

The best way to handle XR UI in Godot is configuring interaction primitives mapped through OpenXR input actions. This standardizes user interface interactions across both VR controllers and hand tracking inputs within your 3D environment.