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Bastiaan Olij

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A member registered Mar 09, 2020 · View creator page →

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Still something that I want to dive into some day. With XR Tools having XROrigin3D as the root of the character, and the player body attempting to follow, you're really fighting physics.
With Development Kit using a CharacterBody3D as a base, it should piggy back on the platform support in Godot, and there is logic to ensure character body movement is applied to the hands as well, it's however not perfect..

Cool! Gave you a follow on your twitch, hopefully I can catch a stream :)

Not sure what the jam is Andy mentioned he is currently competing in, but right after ours is the VR is Dead halloween jam: /jam/xr-is-dead-halloween-jam-2026

I think it would be wonderful to have an entry that focuses on this. Not sure how many people still have red/blue glasses lying around to test it, but I would happily accept the entry.

No, entries will be listed on the itch.io page and results will be collected there. But we don't issue anything like a certificate. Would like to know more about this tough and whether it is something we should look into for the future.

Anyway, you can check past jams to see how entries are presented.

People joining and the total number of entries won't be the same, we won't know the number of entries until the jam finishes.

We're actually a little lower in number of people who entered, from feedback from a few regulars for the jam, the timing has been a bit awkward with two other VR focused jams happening roughly at the same time.
That said, I'm expecting a few late comers to join.

All in all, this jam is all about having fun and using this as an opportunity to try Godot out as an XR platform. Just have fun and don't worry about what others are doing.

Hi Everyone,

For those who are streaming or vlogging their game jam entrie development, please use this thread to post links to your streams and/or videos!

IDK, it should work. The theme is updated on the jam page now, it's: Adrift :)

Youtube was being annoying, you just need to refresh the page.

Hey everyone,

As I ran out of time preparing new builds, just a heads up. Godot 4.7 has a number of nice performance improvements however also has some stricter code checking. The current release of Godot XR Tools and Godot XR templates have one or two pieces of code that do not like this change.

The issue has already been resolved, it is just not in an official release yet.
You can either patch the issue yourself by applying: PR #803 and PR #813
Or you can download the 4.6.0-dev1 build of XR Tools here: https://github.com/GodotVR/godot-xr-tools/releases/tag/4.6.0-dev1If you are using the Godot XR Template, just replace its copy of XR Tools with the one in the aforementioned link.

Yes, if you have friends you want to collaborate with, by all means form a team, it is encouraged even :)

We are 10 hours away from the theme announcement, you can see the countdown on YouTube.

Yes, we feel this falls  under our jam umbrella however be aware that  you may have less people evaluating your entry.

WebXR can indeed be hit and miss, it depends a lot on the browser and on your graphics card. Godot requires multiview support and that isn't working properly everywhere.

As for the windows defender error, it's likely a false positive but I highly recommend scanning your HD just to be safe.

If I understand, this is an open source project that was in the work for a little while, the game jam part is just the record and replay mechanic. So skirting the rules.
I don't know if the dev of the open source project is also the game jammer however it's a port of Neosparks old beepsaber implementation:
https://github.com/arpruss/OpenSaberPlus

Mental note for the future to create a topic beforehand where people can post links to their streams while developing their entries (for those that do).

For those of you here who are planning on playing games on stream, or are planning on uploading videos of you playing any of the game jam games, please feel free to comment in this thread for links to your streams/videos.

I'll kick it off with a stream I plan to start in a few minutes:

That's the sound library I still have on my list of things to check out too. Glad it worked well for you :)

Building from source is so polished with Godot, so much work has gone into making it a good solution. Just need to install the required toolset and it just works (tm). Only Android can be a PITA but thats not something we can do much about.

On the camera thing, check out the work I'm doing here: https://github.com/godotengine/godot/pull/116424

It's not done yet but hopefully that's something that will finally pass the muster.

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Hmm interesting. I know Godot can do reverse playback in a loop, so I would have assumed it would be able to reverse play a single sample. But guess not :)

I'm starting to abandon the normal "pill as a character controller" approach, having something that detects elevation changes so you can walk up stairs, so nice. I'm not sure I'm happy about the solution in XR Tools v2 yet but that one has a solution build in.

Playtesting 100% Especially people playing on other headsets than you developed on

Shaders, see my replyto Kasper :)

Saving materials to tres files is a top tip on some many levels. It also helps promote material re-use so you don't accidentally end up creating double materials with the same settings. While Godot does a decent  job behind the scenes to ensure as many resources are shared, the renderer knowing that meshes are using the same material allows it to prevent unnecessary state changes.

The other tip I'd recommend to anyone targeting standalone VR, while it is a PITA, is to use ShaderMaterial whenever possible. You can right click on a StandardMaterial3D and convert it to a shader material, and then save the shader code to a gdshader file. First it's a great way to learn about shader code, but also it teaches you what settings are exposed as uniforms and are thus save to change during runtime, and which settings change the shader code and should NEVER be changed in runtime. Finally converting to shader allows you to remove unnecessary bits, especially unnecessary texture loads, which can be detrimental to performance.

Great to hear Kasper, love it when people provide feedback on their experience because there is so much to learn from it.

Just some quick things that may help people around this:

- Shaders are easier than most people think, it's just daunting to get started and when targeting standalone VR there are performance limitations. AI is great to quickly get going but it doesn't teach you much and often doesn't understand the nuisances of platform requirements. Also highly recommend trying out Godots visual shaders, they work similar to shader nodes in Blender. Also check out: https://godotshaders.com/

-  The add child node thing is a PITA. Its the best feature Godot has added in Godot 4.0, it's also the most dangerous one for us plugin builders because we can't restrict it (yet). Something that is being looked into and hopefully will be improved in a future version.

- Godots 3D audio works really well for basic stuff, the main thing to be aware off is making sure your viewport is set as a 3d listener. It is by default but this is something that trips up people who add spectator views. That said, I really want to try out steam audio and similar libraries soon which can do proper sound progression.

- One of the best things game jams teach IMHO is teaching you about scope and how much you can do in a week. The point isn't for people to crunch to a finish line, it's to focus on a single goal and try and build something around it you can do in a couple of days. 

Thanks Jed! Glad to hear you had fun!

We're just out to have fun so I'm not going to disqualify it, just making sure people are aware. It's hard to determine where to draw the line here. Let people who vote decide :)

I think as our jam grows we'll get stricter rules about what pre-existing code is allowed to be used.

Ooooh, this feels like skirting the rules a bit Bryan, you've been working on this system for awhile now :) 

We've made it to the submission deadline!

Thanks everyone for participating. I'm likely going to do a stream later today where I'll try and get through a number of the entries and show them off.

If for some reason you missed the deadline, timezones got you mixed up, or you had some problems exporting, we're not super fussy for the next hour or so, just leave a message and we'll organise a late submission link.

This is a game jam for XR games made with Godot.

We're in the final day of  getting our entries done. I hope everyone is enjoying themselves. Can't wait to see what you all have come up with.
If you have any difficulties submitting your entry, please feel free to reach out!

Oooh, bookmarking for future reference :)

The theme for this jam is "Rewind!". We're looking forward to seeing everyone's interpretation of the theme.
Happy jamming everyone!

Theme announcement will premiere at the start of the jam here:

Ok everyone, I hope you're all excited to get started. We have one more week to go!

Just a reminder that many of us hang out in the XR channel on the official Godot Discord. It's a great place to interact with other jammers. 

I will be keeping an eye out on questions asked here during the jam as well. 

Ok, looks like since we went up a version of the vendor plugin, we never adjusted the export settings to the new version. Thats probably why it was broken all this time.
The 4.5.1 builds should fix it now *fingers crossed*

I haven't had a chance to test yet but 4.5.0-dev2 is now based on Godot 4.4 with vendor plugin 4.2.1 and should work on Pico in theory

It can be tricky to figure out how to best apply a theme, it's a bit luck of the draw whether a theme gels both from us as organisers and for people participating.

All in all, a nice attempt, thanks for joining in! 

We organise this jam every 6 months or so, best place to get warned early is to join the Godot Discord and hang out in the XR channel. 

Great concept but like others, found it difficult to figure out what was expected. With a bit more polish this could be a great experience

That was good fun, the babies were hilarious. Very nice entry!

Trying to flip some of the instructions to get to the ascii table was a PITA, other than that, a solid experience!

Got potential but needed a bit more to be fun. The idea is definitely good.  Wish I could play it seated, didn't seem to allow me to.

Really nicely done, good progression of puzzles.

Agree with David that not being in a good starting position is a bit annoying. I would have liked to play this more easily while seated.

But great entry for sure!

Fun little game, one thing I missed which I think we don't have an option for yet is telling the Quest this is a full passthrough game that doesn't need a boundary, I couldn't fully explore my room.  Also the roomsetup when the game was running didn't work well, I had to exit and do a room setup from the settings menu so it was all there before the game began. I got a feeling the Meta UI was clashing with the game.

Sadly it was late here so couldn't find the hamburger for fear I'd disturb the neighbours :)

Very cool concept, missed some urgency which made the switching between two characters feel more like a gimmick than vital to the gameplay. All in all a good and fun game with loads of potential!