I came across an error while trying to run the example vr starter project- Initialize- No Libraries set for this platform. What sort of library is it looking for? I tried Oculus Mobile Plugin, but it didn't work.

The VR starter tutorial is looking for OpenVR plugin, which I think was linked in the starter VR tutorial on the Godot 3.1 docs, but I am not totally sure right off. I’m not sure if that is the starter protect you are referring to though.

Yes, that's the one- but I have the complete tutorial. And thanks! That got rid of one error, and now I have this one: Movement_Vignette: no VR interface found!

What could I try here?

I think it takes the same interface as the tutorial, so the OpenVR one. I think that was the only interface at the time. It has been awhile though so I forget, but I think that is what it needs.

So OpenXR is the new standard. Before that, you had to use proprietary SDKs from each vendor. These would be included (by default) in Unreal and Unity, which made them easier to work with, which is why most VR developers use one of those engines. In Godot, it was a community effort and not built-in. As of a few months ago, OpenXR was integrated, which makes things much better, but it still doesn't have the high-level components that are used in Unreal/Unity. But all the pieces should be there. Unfortunately, my main machine is on Linux, and the VR support is bad or non-existent (in general, not a Godot thing). I can look into doing a tutorial, I still have a lot of content planned for my site, but I've been falling behind on that due to focusing on other things. I'm finishing school soon, but I also want to contribute to Godot, I have a game I'm starting to work on, plan to start a company, and all sorts of other stuff (while still messing around on the forum all day). So I can't promise when I will get around to it.

I guess I will keep my nose glued to YouTube, then. What I don't get is how some are already building VR games in Godot when the resources are so limited. They're already showcasing stuff.

6 days later

It would probably be very nice to connect such a controller to a VR helmet. For those who are not jumping around the room, and sits in a comfortable chair.