Individual skill
xr-development
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
skills/xr-development/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- devops Derived category
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SKILL.mdcore · 11,864 bytesSKILL.mdcore · 11,864 bytesreferences/controllers-and-input.mddoc · 3,271 bytesreferences/godot-4-5-features.mddoc · 5,842 bytesreferences/godot-4-7-features.mddoc · 2,393 bytesreferences/grabbing-objects.mddoc · 3,401 bytesreferences/hand-tracking.mddoc · 2,612 bytesreferences/passthrough.mddoc · 1,322 bytesreferences/spatial-entities.mddoc · 4,080 bytesreferences/xr-ui.mddoc · 1,985 bytes
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# XR Development in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **3d-essentials** for 3D rendering and environment, **physics-system** for 3D physics interactions, **input-handling** for non-XR input patterns, **export-pipeline** for platform exports.
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## 1. XR Setup
### Enabling OpenXR
1. OpenXR is built into the engine — there is no plugin to enable.
2. **Project Settings → XR → OpenXR → Enabled** → `true`