What’s new in Godot XR... anyone tried it yet?

Hey folks, I wanted to start a conversation about the latest updates in Godot XR. It seems like there have been some exciting developments lately, and I’m curious to hear if anyone has had a chance to dive into the new features. Godot has always been a great tool for game development, but how is it handling XR now? Any insights would be awesome.

I just checked out the latest updates, and the support for VR interactions seems to have improved quite a bit. The new input system looks promising.

That’s great to hear! I was hoping they’d enhance the input system. It can really make a difference in how immersive the experience feels.

I tried the updated version, and the performance boosts are noticeable. It runs smoother on my headset compared to previous versions.

Nice! Performance is key in XR. Did you notice any improvements in the graphics or rendering as well?

Definitely. The rendering techniques seem to be more optimized. It feels like they are really focusing on making the visuals pop.

What kind of projects are you guys working on with Godot XR? I’m thinking of starting something but would love to hear what others are creating.

I’m looking into creating an interactive experience that combines storytelling with VR. It would be cool to see how Godot handles narrative in XR.

I’ve been hearing a lot about Godot XR, but I’m a bit confused about how it compares to other engines for XR development. Can anyone break it down?

Good question! Godot XR is known for its ease of use and flexibility, especially for indie developers. It’s also open-source, which is a big plus.