Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

OpenXRCompositionLayer

Experimental: This class may be changed or removed in future versions.

Inherits: Node3D < Node < Object

Inherited By: OpenXRCompositionLayerCylinder, OpenXRCompositionLayerEquirect, OpenXRCompositionLayerQuad

The parent class of all OpenXR composition layer nodes.

Description

Composition layers allow 2D viewports to be displayed inside of the headset by the XR compositor through special projections that retain their quality. This allows for rendering clear text while keeping the layer at a native resolution.

Note: If the OpenXR runtime doesn't support the given composition layer type, a fallback mesh can be generated with a ViewportTexture, in order to emulate the composition layer.

Properties

bool

alpha_blend

false

Vector2i

android_surface_size

Vector2i(1024, 1024)

bool

enable_hole_punch

false

SubViewport

layer_viewport

int

sort_order

1

bool

use_android_surface

false

Methods

JavaObject

get_android_surface()

Vector2

intersects_ray(origin: Vector3, direction: Vector3) const

bool

is_natively_supported() const


Property Descriptions

bool alpha_blend = false 🔗

  • void set_alpha_blend(value: bool)

  • bool get_alpha_blend()

Enables the blending the layer using its alpha channel.

Can be combined with Viewport.transparent_bg to give the layer a transparent background.


Vector2i android_surface_size = Vector2i(1024, 1024) 🔗

  • void set_android_surface_size(value: Vector2i)

  • Vector2i get_android_surface_size()

The size of the Android surface to create if use_android_surface is enabled.


bool enable_hole_punch = false 🔗

  • void set_enable_hole_punch(value: bool)

  • bool get_enable_hole_punch()

Enables a technique called "hole punching", which allows putting the composition layer behind the main projection layer (i.e. setting sort_order to a negative value) while "punching a hole" through everything rendered by Redot so that the layer is still visible.

This can be used to create the illusion that the composition layer exists in the same 3D space as everything rendered by Redot, allowing objects to appear to pass both behind or in front of the composition layer.


SubViewport layer_viewport 🔗

The SubViewport to render on the composition layer.


int sort_order = 1 🔗

  • void set_sort_order(value: int)

  • int get_sort_order()

The sort order for this composition layer. Higher numbers will be shown in front of lower numbers.

Note: This will have no effect if a fallback mesh is being used.


bool use_android_surface = false 🔗

  • void set_use_android_surface(value: bool)

  • bool get_use_android_surface()

If enabled, an Android surface will be created (with the dimensions from android_surface_size) which will provide the 2D content for the composition layer, rather than using layer_viewport.

See get_android_surface for information about how to get the surface so that your application can draw to it.

Note: This will only work in Android builds.


Method Descriptions

JavaObject get_android_surface() 🔗

Returns a JavaObject representing an android.view.Surface if use_android_surface is enabled and OpenXR has created the surface. Otherwise, this will return null.

Note: The surface can only be created during an active OpenXR session. So, if use_android_surface is enabled outside of an OpenXR session, it won't be created until a new session fully starts.


Vector2 intersects_ray(origin: Vector3, direction: Vector3) const 🔗

Returns UV coordinates where the given ray intersects with the composition layer. origin and direction must be in global space.

Returns Vector2(-1.0, -1.0) if the ray doesn't intersect.


bool is_natively_supported() const 🔗

Returns true if the OpenXR runtime natively supports this composition layer type.

Note: This will only return an accurate result after the OpenXR session has started.