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Walker-Dev

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Hello, thank you for the compliment!

To be completely honest, there are a LOT of things I plan on editing into Godot (For example we are ripping out the multiplayer for a custom system that can handle hundreds and potentially thousands of players in the same space) so it made sense to make it into a fork!

The systems can still be ran with Godot as plugins as well, and after trying to do similar with another game engine but being waved off kinda rudely i'm honestly overall just interested in making what I think an engine should have and later sharing it if anything!


My Godot Fork for XR adds in engine blendshape/pose editor, worldspace UIs and more (Aether Engine)
r/godot
My Godot Fork for XR adds in engine blendshape/pose editor, worldspace UIs and more (Aether Engine)

Each graphic has it's own world space quad built on the same pipeline the mesh renderer uses so hit tests and visuals are in sync! Also uses bubbling to handle toggles and stuff, but beyond that it's basically the same base logic as Unity's Event System

Going to try going indepth with a wiki later on because I know I will forget how it works (I have 30 projects I use regularly all by me, bite me)


Thank you and yes, i'm going to put it under a $200/month subscription

I'M JOKING LOL, I shouldn't make jokes like that. It's for Aether Engine, which is a fork of Godot my team and I have been working on! I've tried multiple engines from Unity to Stride, Evergine, etc. and the UI was always lacking for XR. With this in mind, I made this system because I felt it was insane no other engine was using Unity's system (which is undoubtedly the best for making good XR stuff) so here we are!

This is way more than someone would be willing to whip up (It took me, a few others and claude to get this to work) but it's going to be open source once Aether Engine is done!

It's for this as a reference, which is built around being open source later on for a headset i'm developing:

https://www.youtube.com/watch?v=SDlKi2PJMD4&t=7s


Also UI on top of one another on purpose, wanted to show that the UIs ignore hierarchy to render based on true depth instead


Worldspace UI In Godot (No 2D Nodes or Viewports)
r/godot
Worldspace UI In Godot (No 2D Nodes or Viewports)
  • r/godot - Worldspace UI In Godot (No 2D Nodes or Viewports)
  • r/godot - Worldspace UI In Godot (No 2D Nodes or Viewports)
  • r/godot - Worldspace UI In Godot (No 2D Nodes or Viewports)

Gotta go with Parareal Akihabara, else maybe Argdella?


Spatial computing platform i've been working on for a VR/MR headset, going to be ported to a custom engine and focused more on Mixed Reality/Multiplayer! BRING UPON ME DESTRUCTION
r/DestroyMyGame
Spatial computing platform i've been working on for a VR/MR headset, going to be ported to a custom engine and focused more on Mixed Reality/Multiplayer! BRING UPON ME DESTRUCTION