The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.

Static variables

@:native("PrimaryInterface")staticPRIMARY_INTERFACE:ARVRInterface

The primary godot.ARVRInterface currently bound to the godot.ARVRServer.

@:native("Singleton")staticread onlySINGLETON:Object

@:native("WorldScale")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 onlyonInterfaceAdded:Signal<(interfaceName:String) ‑> Void>

interface_added signal.

staticread onlyonInterfaceRemoved:Signal<(interfaceName:String) ‑> Void>

interface_removed signal.

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

@:native("AddInterface")staticaddInterface(interface_:ARVRInterface):Void

Registers an godot.ARVRInterface object.

@:native("AddTracker")staticaddTracker(tracker:ARVRPositionalTracker):Void

Registers a new godot.ARVRPositionalTracker that tracks a spatial location in real space.

@:native("CenterOnHmd")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.

@:native("ClearPrimaryInterfaceIf")staticclearPrimaryInterfaceIf(interface_:ARVRInterface):Void

Clears our current primary interface if it is set to the provided interface.

@:native("FindInterface")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.

@:native("GetHmdTransform")staticgetHmdTransform():Transform

Returns the primary interface's transformation.

@:native("GetInterface")staticgetInterface(idx:Int):ARVRInterface

Returns the interface registered at a given index in our list of interfaces.

@:native("GetInterfaceCount")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.

@:native("GetInterfaces")staticgetInterfaces():Array

Returns a list of available interfaces the ID and name of each interface.

@:native("GetLastCommitUsec")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.

@:native("GetLastFrameUsec")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.

@:native("GetLastProcessUsec")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.

@:native("GetPrimaryInterface")staticgetPrimaryInterface():ARVRInterface

@:native("GetReferenceFrame")staticgetReferenceFrame():Transform

Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.

@:native("GetTracker")staticgetTracker(idx:Int):ARVRPositionalTracker

Returns the positional tracker at the given ID.

@:native("GetTrackerCount")staticgetTrackerCount():Int

Returns the number of trackers currently registered.

@:native("GetWorldScale")staticgetWorldScale():Single

@:native("RemoveInterface")staticremoveInterface(interface_:ARVRInterface):Void

Removes this interface.

@:native("RemoveTracker")staticremoveTracker(tracker:ARVRPositionalTracker):Void

Removes this positional tracker.

@:native("SetPrimaryInterface")staticsetPrimaryInterface(interface_:ARVRInterface):Void

@:native("SetWorldScale")staticsetWorldScale(arg0:Single):Void