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GodotVR
godot_oculus_mobile
C++2020–2020
GodotVR / godot_oculus_mobile · Archived

godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)

2Distinct people
2Mentions
0Explicit recommenders
173GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by hour2 dated mentions

Observed mentions: 2020-02-02 18:08:12 UTC to 2020-02-02 18:20:23 UTC.

0122020-02-02 18:00:00 UTC to 2020-02-02 19:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 commentsFeb 2, 18:00

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC. One observed period does not establish a trend.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Feb 2, 18:002020-02-02 18:00:00 UTC2020-02-02 19:00:00 UTC202

What Hacker News says

2 sources
That depends on where you are coming from. If you are using Godot 3.2 stable then you just need to set "Hand Tracking" to "optional" in the Android export settings. As for the code for using it there are a initialization steps you have to do in your main scene. I suggest you take a look at the hand tracking demo in the godot_oculus_mobile plugin (https://github.com/GodotVR/godot_oculus_mobile) However, if you are using an older beta release of 3.2 then I suggest upgrading to 3.2-stable because the packaged apk in the export templates does not have to correct permissions to support hand tracking.
In Show HN: VRWorkout – A VR calisthenics rhythm game made with Godot
> Why use Godot vs Unity3D? To me, in part, it's that all licenses are source licenses. :- ) Also, I'm still having trouble cancelling my Unity billing, they are absolute scumbags and I will never ever do business with them again by choice. I think they rely on people giving up on cancelling billing, and they should be ashamed of themselves whether that effect is intentional or not. If you absolutely must get a Unity license, I must recommend not getting the license on your account's "default project", because you can not delete it, nor can you simply cancel the license, and contrary to their documentation, you can not switch which one is the default. > Is it easy to get something running for the Quest? It is very straightforward. https://github.com/GodotVR/godot_oculus_mobile
In Show HN: VRWorkout – A VR calisthenics rhythm game made with Godot

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