[DRAFT] XR Editor: Proof-of-concept immersive editing using the debugger #112009
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In the Godot XR editor running standalone on the Meta Quest headset, you can launch your game immersively, and then bring the 2D editor window back up, and make edits to the current scene which will be immediately reflected in the immersive environment.
This is great! It's super helpful for doing level design, so you can see exactly how something will look in VR, especially when precise spacing is important.
However, even though the objects you're manipulating may be directly in front of you in the immersive environment, you still need to use the editor in the 2D panel to manipulate them.
Wouldn't it be great if you could just grab the objects in the immersive environment and move them around?
This PR is a proof-of-concept which shows how that could be implemented :-)
Check out a quick video demo here:
https://www.youtube.com/watch?v=S_VliP5-3OU
How to use it:
NOTE: The idea I had for the flat panel in your left hand, is that maybe it could show the inspector with the properties of the selected object and you could do some light editing there, but it's not implemented and I don't know if that's even a good idea.
How this works:
XROrigin3Dand other XR nodes to enable/disable the immersive editing mode, and doesn't take the OpenXR Action Map into account at all. This will probably need to be completely redone in a real implementation - please don't pay too much attention to this part :-)Some things I'd like to have in the finished implementation:
XROrigin3Dand related nodes, and initialize OpenXR. Maybe this could even start in immersive editing mode? This way you could directly edit a specific scene, rather than launching the full game and having to find your way to the scene you want to editNot all those things need to be in one big PR though :-)