The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
Static variables
staticPRIMARY_INTERFACE:ARVRInterface
The primary godot.ARVRInterface
currently bound to the godot.ARVRServer
.
staticWORLD_SCALE:Single
Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
staticread onlyonTrackerAdded:Signal<(trackerName:String, type:Int, id:Int) ‑> Void>
tracker_added
signal.
staticread onlyonTrackerRemoved:Signal<(trackerName:String, type:Int, id:Int) ‑> Void>
tracker_removed
signal.
Static methods
staticaddTracker(tracker:ARVRPositionalTracker):Void
Registers a new godot.ARVRPositionalTracker
that tracks a spatial location in real space.
staticcenterOnHmd(rotationMode:ARVRServer_RotationMode, keepHeight:Bool):Void
This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
staticclearPrimaryInterfaceIf(interface_:ARVRInterface):Void
Clears our current primary interface if it is set to the provided interface.
staticfindInterface(name:String):ARVRInterface
Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
staticgetInterface(idx:Int):ARVRInterface
Returns the interface registered at a given index in our list of interfaces.
staticgetInterfaceCount():Int
Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns true
.
staticgetInterfaces():Array
Returns a list of available interfaces the ID and name of each interface.
staticgetLastCommitUsec():UInt64
Returns the absolute timestamp (in μs) of the last godot.ARVRServer
commit of the AR/VR eyes to godot.VisualServer
. The value comes from an internal call to godot.OS.getTicksUsec
.
staticgetLastFrameUsec():UInt64
Returns the duration (in μs) of the last frame. This is computed as the difference between godot.ARVRServer.getLastCommitUsec
and godot.ARVRServer.getLastProcessUsec
when committing.
staticgetLastProcessUsec():UInt64
Returns the absolute timestamp (in μs) of the last godot.ARVRServer
process callback. The value comes from an internal call to godot.OS.getTicksUsec
.
staticgetReferenceFrame():Transform
Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.