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1. Getting Started
This tool is in active development and not intended for use right now. However, if you are a tester, use the following instructions. If you are a dev interesting in testing the tool inside your Godot Project and not with your completed .exe, see the in-development documentation page here: https://github.com/teddybear082/UGVR/wiki/Using-UGVR-As-a-Dev-Tool
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Clone this repo or download a zip file of the project by using this link: https://github.com/teddybear082/UGVR/archive/refs/heads/main.zip
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Copy just the xr_injector folder, the override.cfg file from inside the overridecfg folder from the clone or zip and put them next to the game's .exe in the game's directory. You need to copy that individual override.cfg file and move it to the exe directory as shown below, not the whole overridecfg folder. Then unzip the extract_to_exe_directory.zip into the exe / game directory, so that there is a single .godot folder remaining as pictured in the example below.
You will not have the XRConfigs folder pictured above until you run the game at least once (with or without your VR headset on). Then it will automatically appear.
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Connect your VR headset and ensure it is active and ready to display VR content.
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Start the game's .exe. The game should trigger VR to begin using your designated OpenXR runtime provider.
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The motion controls are mapped to a virtual xbox gamepad. To use the virtual start, select and dpad buttons, press your finger on the right thumbstick (not clicking it) to activate your ability to use those buttons and then use your left thumbstick click for start, left controller b/y for select, and left thumbstick up/down/left/right for dpad. You can flick your right thumbstick left and right for snap turning.
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You will have pointers by default for interacting with menus. If that does not work try the gamepad dpad as described above. To toggle the pointers, raise one of your hands over your head (like you are scratching the top of your head) and press trigger on the same hand. You will generally want to turn off the pointers as soon as you are in game otherwise the pointers may start interacting with the virtual game screen like a mouse and everything will go crazy.
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The UGVR injector supports remapping game actions through a config file. When running a game for the first time it will generate a folder in the exe directory called "XRConfigs"and inside will be three .cfg files. The action map cfg contains the actions the game developer programmed into the game. you can reassign or assign joypad buttons to those actions, which the motion controllers can then trigger through their emulation of a gamepad. Documentation regarding the naming of buttons in that config file is forthcoming and this remapping is under active development. The next time you load the game, it will load your custom action map, but if for some reason it seems your action map is not applying, hold your left hand over your head and press B/Y. That will reload your custom action map.
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UGVR supports setting your height on demand (for example if you find you are way above where you would expect to be in the game). Hold your right hand over your head and press the B/Y button and the camera will adjust to your present height.
The UGVR project itself will not do anything in the Godot Game Engine editor except show a blank scene, and, if enabled, the UGVR welcome screen. The project files are just used for developing the tool. Right now Godot 4.2 stable is being used to develop the tool to try to ensure compatibility with as many Godot 4 games as possible (e.g., to avoid using methods only available in future Godot versions by mistake).
This tool works by using the override.cfg to set an autoload script, gd_injector.gd, found in the same directory as the exe file and from there injector.gd loads the required VR elements. No decompiling of the game is needed and the underlying game's code is only modified at runtime not permanently. To play the game in flat screen mode just move the override.cfg back to its own folder or rename it and no VR should trigger.
Information on games under testing / monitored for testing is at this wiki page: https://github.com/teddybear082/UGVR/wiki/Tested-Games-and-Games-Marked-For-Testing