MobileVRInterface

Inherits: XRInterface < RefCounted < Object

Generic mobile VR implementation.

Description

This is a generic mobile VR implementation where you need to provide details about the phone and HMD used. It does not rely on any existing framework. This is the most basic interface we have. For the best effect, you need a mobile phone with a gyroscope and accelerometer.

Note that even though there is no positional tracking, the camera will assume the headset is at a height of 1.85 meters. You can change this by setting eye_height.

You can initialize this interface as follows:

  1. var interface = XRServer.find_interface("Native mobile")
  2. if interface and interface.initialize():
  3. get_viewport().xr = true

Properties

float

display_to_lens

4.0

float

display_width

14.5

float

eye_height

1.85

float

iod

6.0

float

k1

0.215

float

k2

0.215

float

oversample

1.5

PlayAreaMode

xr_play_area_mode

1 (overrides XRInterface)


Property Descriptions

float display_to_lens = 4.0

  • void set_display_to_lens ( float value )

  • float get_display_to_lens ( )

The distance between the display and the lenses inside of the device in centimeters.


float display_width = 14.5

  • void set_display_width ( float value )

  • float get_display_width ( )

The width of the display in centimeters.


float eye_height = 1.85

  • void set_eye_height ( float value )

  • float get_eye_height ( )

The height at which the camera is placed in relation to the ground (i.e. XROrigin3D node).


float iod = 6.0

The interocular distance, also known as the interpupillary distance. The distance between the pupils of the left and right eye.


float k1 = 0.215

The k1 lens factor is one of the two constants that define the strength of the lens used and directly influences the lens distortion effect.


float k2 = 0.215

The k2 lens factor, see k1.


float oversample = 1.5

  • void set_oversample ( float value )

  • float get_oversample ( )

The oversample setting. Because of the lens distortion we have to render our buffers at a higher resolution then the screen can natively handle. A value between 1.5 and 2.0 often provides good results but at the cost of performance.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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