### Setting up the OpenXR Plugin in Godot Source: https://docs.godotengine.org/en/3.6/tutorials/3d/using_transforms Guides users on how to get started with the OpenXR plugin for AR/VR development in Godot. Covers enabling the plugin, switching runtimes, and basic setup for VR experiences. Requires the OpenXR plugin to be installed and configured. ```gdscript # Example of enabling the OpenXR plugin via code (usually done in Project Settings) func _ready(): # This is typically managed through the Project Settings -> Plugins tab # but can be programmatically accessed if needed. # Example: Check if plugin is active if Engine.has_singleton("OpenXRAPI"): print("OpenXR is available.") # Example of switching runtimes (conceptual, actual implementation depends on plugin) func switch_runtime(runtime_name): # Call a method on the OpenXRAPI singleton to change the runtime pass ``` -------------------------------- ### Pathfinding and Audio Classes Source: https://docs.godotengine.org/en/3.6/classes/class_hseparator Documentation for pathfinding (AStar, AStar2D) and audio related classes (AudioServer, AudioStreamGeneratorPlayback). ```APIDOC ## AStar ### Description Provides functionality for A* pathfinding in a grid. ### Methods * `add_point(id, position, weight_scale)` - Adds a point to the navigation graph. * `remove_point(id)` - Removes a point from the navigation graph. * `connect_points(id1, id2, bidirectional)` - Connects two points in the navigation graph. * `disconnect_points(id1, id2, bidirectional)` - Disconnects two points in the navigation graph. * `get_closest_point(to_position)` - Returns the closest point ID to a given position. * `get_point_position(id)` - Returns the position of a given point ID. * `get_point_weight_scale(id)` - Returns the weight scale of a given point ID. * `get_path(start_id, end_id)` - Returns the path between two points. * `get_point_path(start_id, end_id)` - Returns the point path between two points. ## AStar2D ### Description Provides functionality for A* pathfinding in a 2D grid. ### Methods * `add_point(id, position, weight_scale)` - Adds a point to the navigation graph. * `remove_point(id)` - Removes a point from the navigation graph. * `connect_points(id1, id2, bidirectional)` - Connects two points in the navigation graph. * `disconnect_points(id1, id2, bidirectional)` - Disconnects two points in the navigation graph. * `get_closest_point(to_position)` - Returns the closest point ID to a given position. * `get_point_position(id)` - Returns the position of a given point ID. * `get_point_weight_scale(id)` - Returns the weight scale of a given point ID. * `get_path(start_id, end_id)` - Returns the path between two points. * `get_point_path(start_id, end_id)` - Returns the point path between two points. ## AudioServer ### Description Manages audio playback and processing. ### Properties * `mix_rate` (float) - The audio mix rate. * `speaker_mode` (enum) - The speaker mode. ### Methods * `get_output_latency()` - Returns the audio output latency. * `get_bus_count()` - Returns the number of audio buses. * `add_bus(index)` - Adds an audio bus. * `remove_bus(index)` - Removes an audio bus. * `get_bus_name(index)` - Returns the name of an audio bus. * `get_bus_volume_db(index)` - Returns the volume of an audio bus in dB. * `set_bus_volume_db(index, volume)` - Sets the volume of an audio bus in dB. ### Enumerations * `SpeakerMode` (SPEAKER_MODE_STEREO, SPEAKER_MODE_SURROUND, SPEAKER_MODE_QUAD, SPEAKER_MODE_5_1, SPEAKER_MODE_7_1) ## AudioStreamGeneratorPlayback ### Description Represents the playback of an AudioStreamGenerator. ### Methods * `push_buffer(buffer)` - Pushes audio data to the generator. * `get_frames_available()` - Returns the number of frames available for playback. * `get_sampling_rate()` - Returns the sampling rate of the generator. ``` -------------------------------- ### OpenXR Plugin Setup in Godot Source: https://docs.godotengine.org/en/3.6/classes/class_webrtcpeerconnectiongdnative Guides on getting started with the OpenXR plugin in Godot for AR/VR development. Covers enabling the plugin, switching runtimes, and basic setup for Quest deployment. ```gdscript extends Node func _ready(): # Check if the OpenXR plugin is enabled and initialized if XRServer.has_hmd() and XRServer.get_tracker("openxr"): print("OpenXR HMD detected and initialized.") # You can now access OpenXR specific features or nodes else: print("OpenXR HMD not detected or plugin not initialized.") func _process(delta): # Example: Get head tracking data if XRServer.has_hmd(): var head_transform = XRServer.get_hmd_transform() global_transform.origin = head_transform.origin global_transform.basis = head_transform.basis ``` -------------------------------- ### VisualServer Source: https://docs.godotengine.org/en/3.6/classes/class_animatedtexture Documentation for the VisualServer class, including its description, tutorials, properties, methods, signals, enumerations, constants, property descriptions, and method descriptions. ```APIDOC ## VisualServer ### Description [Description of the VisualServer class.] ### Tutorials [List of tutorials for VisualServer] ### Properties [List of properties for VisualServer] ### Methods [List of methods for VisualServer] ### Signals [List of signals for VisualServer] ### Enumerations [List of enumerations for VisualServer] ### Constants [List of constants for VisualServer] ### Property Descriptions [Detailed descriptions of VisualServer properties] ### Method Descriptions [Detailed descriptions of VisualServer methods] ``` -------------------------------- ### OpenXR Plugin Setup in Godot Source: https://docs.godotengine.org/en/3.6/classes/class_mergegroup Guides on getting started with the OpenXR plugin for Godot, covering setup, plugin features like passthrough and hand tracking, and deployment on devices like Quest. ```GDScript func _ready(): # Example: Enabling OpenXR plugin (conceptual) if Engine.has_singleton("OpenXRAPI"): OpenXRAPI.request_interaction_profile("oculus_touch") OpenXRAPI.start() ``` -------------------------------- ### Utility and Configuration Classes Source: https://docs.godotengine.org/en/3.6/classes/class_hseparator Documentation for utility classes like ClassDB, ConfigFile, and Directory. ```APIDOC ## ClassDB ### Description Provides access to Godot's class information. ### Methods * `get_class_list()` - Returns a list of all available class names. * `get_parent_class(class_name)` - Returns the parent class name of a given class. * `class_exists(class_name)` - Checks if a class exists. * `is_parent_class_of(class_name, parent_class_name)` - Checks if one class is a parent of another. ## ConfigFile ### Description Handles reading and writing configuration files. ### Methods * `load(path)` - Loads a configuration file. * `save(path)` - Saves the configuration file. * `get_value(section, key, default)` - Gets a value from the configuration. * `set_value(section, key, value)` - Sets a value in the configuration. * `get_section_keys(section)` - Gets all keys in a section. * `get_sections()` - Gets all sections in the configuration. * `erase_section(section)` - Erases a section. * `clear()` - Clears the configuration. ## Directory ### Description Provides methods for interacting with the file system directory. ### Methods * `list_dir_begin()` - Begins listing the contents of a directory. * `get_next()` - Gets the next item in the directory listing. * `dir_exists(path)` - Checks if a directory exists. * `file_exists(path)` - Checks if a file exists. * `make_dir(path)` - Creates a directory. * `remove(path)` - Removes a file or directory. * `rename(from, to)` - Renames a file or directory. * `copy(from, to)` - Copies a file or directory. * `get_current_dir()` - Gets the current working directory. * `change_dir(path)` - Changes the current working directory. ``` -------------------------------- ### OpenXR Plugin Setup and Features in Godot Source: https://docs.godotengine.org/en/3.6/classes/class_canvaslayer Guides on getting started with the OpenXR plugin in Godot, covering setup, enabling the plugin, switching runtimes, passthrough, hand tracking, and deploying on devices like Quest. ```GDScript extends Node func _ready(): # Example of enabling the OpenXR plugin (typically done in Project Settings) # This script demonstrates conceptual usage. if Engine.has_singleton('OpenXR'): OpenXR.request_startup_session() ``` -------------------------------- ### Audio Server and Playback Source: https://docs.godotengine.org/en/3.6/classes/class_planeshape Documentation for Godot's audio system, including AudioServer, AudioStreamPlayback, and related classes. ```APIDOC ## AudioServer ### Description Manages all audio playback and effects in Godot Engine. ### Properties * **mix_rate** (int) - The audio server's sample rate. * **speaker_mode** (int) - The current speaker configuration. * **bus_count** (int) - The number of audio buses. ### Methods * **get_bus_count()**: Returns the number of audio buses. * **get_bus_name(bus_idx: int)**: Returns the name of an audio bus. * **add_bus(name: String = "")**: Adds a new audio bus. * **remove_bus(bus_idx: int)**: Removes an audio bus. * **unite_bus(bus_idx: int)**: Unites a bus with the previous one. * **set_bus_index_as_default_input(bus_idx: int)**: Sets a bus as the default input. * **set_bus_index_as_default_output(bus_idx: int)**: Sets a bus as the default output. * **get_bus_index(bus_name: String)**: Gets the index of a bus by name. * **get_bus_volume_db(bus_idx: int)**: Gets the volume of an audio bus in decibels. * **set_bus_volume_db(bus_idx: int, volume_db: float)**: Sets the volume of an audio bus in decibels. * **is_bus_muted(bus_idx: int)**: Checks if an audio bus is muted. * **set_bus_muted(bus_idx: int, enabled: bool)**: Mutes or unmutes an audio bus. * **get_bus_send_count(bus_idx: int)**: Gets the number of sends for a bus. * **get_bus_send(bus_idx: int, send_idx: int)**: Gets the index of a bus send. * **set_bus_send(bus_idx: int, send_idx: int, send_bus_idx: int)**: Sets a bus send. * **remove_bus_send(bus_idx: int, send_idx: int)**: Removes a bus send. * **add_bus_send(bus_idx: int, send_bus_idx: int)**: Adds a bus send. * **lock()**: Locks the audio server for thread-safe access. * **unlock()**: Unlocks the audio server. * **get_stream_playing_servers()**: Returns a list of currently playing audio streams. ### Signals * **bus_count_changed**: Emitted when the number of audio buses changes. ### Property Descriptions * **mix_rate**: The sample rate used for audio processing (e.g., 44100 Hz). * **speaker_mode**: The current audio output configuration (e.g., stereo, surround). * **bus_count**: The total number of audio buses available. ### Method N/A (Class definition) ### Endpoint N/A ### Parameters N/A ### Request Example N/A ### Response N/A ## AudioStreamPlayback ### Description Abstract base class for audio stream playback objects. ### Methods * **is_playing()**: Checks if the stream is currently playing. * **get_length()**: Returns the total length of the audio stream in seconds. * **get_playback_position()**: Returns the current playback position in seconds. * **start(from_pos: float = 0.0)**: Starts or resumes playback from a given position. * **stop()**: Stops playback. * **seek(to_pos: float, from_end: bool = false)**: Seeks to a specific position in the stream. * **set_loop(enable: bool)**: Enables or disables looping. * **is_loop_enabled()**: Checks if looping is enabled. * **set_volume(volume: float)**: Sets the playback volume (0.0 to 1.0). * **get_volume()**: Gets the current playback volume. * **mix_rate**: The sample rate of the audio stream. ### Method Descriptions * **is_playing**: Returns true if the audio stream is actively playing. * **get_length**: Returns the duration of the audio stream. * **get_playback_position**: Returns the current time in the audio stream. * **start**: Begins audio playback, optionally from a specified time. * **stop**: Halts audio playback. * **seek**: Jumps to a specific point in the audio stream. * **set_loop**: Controls whether the audio stream repeats upon reaching its end. * **is_loop_enabled**: Returns true if the stream is set to loop. * **set_volume**: Adjusts the loudness of the audio stream. * **get_volume**: Retrieves the current volume level. ### Endpoint N/A ### Parameters N/A ### Request Example N/A ### Response N ``` -------------------------------- ### Audio Server and Playback Source: https://docs.godotengine.org/en/3.6/classes/class_upnpdevice Documentation for audio server management and playback handling. ```APIDOC ## AudioServer ### Description Manages audio playback, mixing, and effects in Godot. ### Properties - **mix_rate** (int) - The audio server's sample rate. - **speaker_mode** (int) - The current speaker configuration. ### Methods - **get_bus_count()**: Returns the number of audio buses. - **add_bus(index: int = -1)**: Adds a new audio bus. - **remove_bus(index: int)**: Removes an audio bus. - **play_stream(stream: AudioStream)**: Plays an AudioStream. - **stop_stream(stream: AudioStream)**: Stops playback of an AudioStream. ### Signals - **bus_count_changed()**: Emitted when the number of audio buses changes. - **bus_name_changed(bus_idx: int, name: String)**: Emitted when an audio bus name is changed. ### Enumerations - **SpeakerMode**: Defines different speaker configurations (e.g., `SPEAKER_MODE_STEREO`, `SPEAKER_MODE_SURROUND`). ### Property Descriptions - **mix_rate**: The frequency at which audio samples are processed. - **speaker_mode**: Configures the audio output layout for different sound systems. ### Tutorials - [Audio Introduction](https://docs.godotengine.com/en/stable/tutorials/audio/index.html) ## AudioStreamGeneratorPlayback ### Description Handles playback for `AudioStreamGenerator` resources. ### Methods - **push_buffer(buffer: PackedByteArray)**: Pushes audio data to the generator. - **get_frames_available()**: Returns the number of audio frames available to be filled. - **get_mix_rate()**: Returns the sample rate of the generator. ### Tutorials - [AudioStreamGenerator Example](https://docs.godotengine.com/en/stable/tutorials/audio/audio_stream_generator.html) ``` -------------------------------- ### OpenXR Plugin Setup Source: https://docs.godotengine.org/en/3.6/classes/class_visualshadernodetransformuniform Guides on getting started with the OpenXR plugin for Godot, including enabling the plugin, switching runtimes, and features like passthrough and hand tracking. ```GDScript extends Node func _ready(): # Example: Check if OpenXR is initialized (conceptual) # Actual interaction would involve OpenXR specific nodes and APIs. if Engine.has_singleton("OpenXRAPI"): print("OpenXR API available.") ``` -------------------------------- ### Godot OpenXR Plugin Setup Source: https://docs.godotengine.org/en/3.6/classes/class_audioeffectcapture Guides on getting started with the OpenXR plugin in Godot, including enabling the plugin, switching runtimes, and utilizing features like passthrough and hand tracking. ```GDScript # Example of enabling the OpenXR plugin via script (typically done in Project Settings) # This is a conceptual representation. Plugin activation is usually managed # through the Project -> Project Settings -> Plugins tab. # If you were to script it, it might involve modifying config files or using # Godot's internal plugin management APIs if available. # Example: Checking if OpenXR is available func _ready(): if Engine.has_singleton("OpenXRAPI"): print("OpenXR API is available.") # You can then interact with OpenXR features else: print("OpenXR API is not available.") ``` -------------------------------- ### VisualInstance Source: https://docs.godotengine.org/en/3.6/classes/class_animationnodeblend3 Documentation for the VisualInstance node, covering its properties, methods, and their descriptions. ```APIDOC ## VisualInstance ### Description Documentation for the VisualInstance node. ### Properties * [List of properties for VisualInstance] ### Methods * [List of methods for VisualInstance] ### Property Descriptions * [Detailed descriptions of VisualInstance properties] ### Method Descriptions * [Detailed descriptions of VisualInstance methods] ```