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Godot’s Major OpenXR Update Lures Unity XR Developers

▼ Summary

– Godot 4.5 added the OpenXR render models extension to accurately display platform-specific hardware like controllers for better immersion.
– The upcoming Godot 4.6 update will support OpenXR Spatial Entities, enabling mixed reality features such as spatial anchors and plane detection.
– Godot 4.6 also includes OpenXR 1.1 support with frame synthesis for improved reprojection and Quad View rendering for higher quality visuals.
– Unity’s 2023 fee structure change, which charged developers per install after revenue thresholds, caused backlash and doubled Godot’s user base.
– Godot plans future improvements including body tracking standardization, more spatial entities, and multi-app support, supported by Khronos funding.

The latest major update to the Godot game engine significantly enhances its OpenXR capabilities, positioning the open-source platform as a compelling alternative for developers creating virtual and augmented reality experiences. This move comes at a time when many in the XR community are exploring options beyond established commercial engines, seeking greater flexibility and control over their projects.

OpenXR, managed by The Khronos Group, serves as a universal, royalty-free standard that streamlines development for a wide array of VR and AR hardware. Nearly all major XR platforms have adopted this standard, with Apple’s Vision Pro being a notable exception due to its reliance on proprietary APIs.

With the release of Godot 4.5, the engine now officially incorporates the OpenXR render models extension. This feature enables the system to correctly identify and visually represent platform-specific hardware, such as the exact 3D model of a controller being used. This accuracy is crucial for maintaining user immersion, as seeing the correct virtual representation of the device they are holding helps bridge the gap between the physical and digital worlds.

Bastiaan Olij, who leads XR development for Godot, has outlined that the next substantial leap is already in progress for version 4.6. A developer preview of Godot 4.6 already includes support for OpenXR Spatial Entities. This encompasses powerful mixed reality tools like spatial anchors, which lock digital content to a specific point in the real world; plane detection, which identifies surfaces like floors and tables; and marker tracking. These tools are fundamental for building persistent mixed reality applications that understand and interact with the user’s physical environment.

Furthermore, Godot 4.6 introduces support for the newer OpenXR 1.1 specification, which brings with it frame synthesis for more effective reprojection. Ongoing development efforts are also focused on refining Quad View rendering, a technique that allocates more graphical processing power to the area where the user is directly looking, thereby increasing visual quality without a heavy performance cost. A significant improvement for Android deployment now allows creators to build a single, universal APK file that is compatible with all OpenXR-supported XR devices, greatly simplifying the distribution process.

Looking to the future, the Godot team plans to address body tracking standardization, expand spatial entity types, introduce multi-app support, and refine generic controller workflows. Olij emphasized that through funding and collaboration, Khronos ensures that its open standards, including OpenXR, are shaped by direct feedback from the development community that relies on them.

For years, the Unity game engine has been the dominant force in XR application development. Its appeal has largely stemmed from a low barrier to entry, offering a cost-effective (or free) solution, comprehensive documentation, and robust cross-platform support. This ecosystem worked well for many, until the company announced a controversial change to its fee structure in 2023.

The proposed plan was to charge developers based on the number of game installs once certain revenue thresholds were crossed. This model threatened to impose significant financial burdens on indie developers and free-to-play creators. Perhaps most alarming was the retroactive nature of the policy, which implied that developers who had already published games using Unity could suddenly find themselves owing money or facing the removal of their work.

The immediate and intense backlash from the global developer community forced Unity to walk back its plans. This episode, however, had a tangible impact, reportedly leading to a doubling of Godot’s user base almost overnight. This surge in adoption is a clear benefit for Godot and serves as a powerful reminder that competition can compel publicly-traded companies to carefully consider the consequences of prioritizing shareholder returns over the needs and trust of their user base.

(Source: Road to VR)

Topics

godot engine 95% openxr support 93% xr development 90% unity engine 85% fee structure 80% spatial entities 80% developer backlash 75% render models 75% khronos group 75% frame synthesis 70%