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Godot Engine
Godot Engine Official
· 4 months, 3 weeks ago • Bastiaan Olij, David Snopek, and Fredia Huya-Kouadio

Godot OpenXR Vendors plugin v5.1

Briefing

Version 5.1 of the official Godot OpenXR Vendors GDExtension raises the floor to Godot 4.6, which let the team remove older constraints and clean up a few rough edges. That includes renaming some unwieldy wrapper classes, dropping the bundled Android OpenXR loader because 4.6 now ships it, and switching Meta color-space support to Rec709 by default.

The bigger story is Android XR support: trackables, dynamic resolution, unbounded reference space, automatic streaming-client launch for Direct Preview, and mouse interaction. Google, the Godot Foundation, and W4 Games also collaborated on docs, guidance, and samples. On top of that, the plugin now packages Android OpenXR validation layers as an AAR and publishes them to MavenCentral, so enabling validation on Android becomes a checkbox instead of a manual build-and-copy exercise.

“Now you can set any of the same extra configuration that was available via OpenXRCompositionLayer nodes on the main projection layer too.”

— Godot Engine · Describing the new projection-layer extension support
Original source
Read on Godot Engine
At a glance
what
Godot OpenXR Vendors plugin v5.1 adds Android XR features, easier Android validation layers, and projection-layer extension support.
who
Godot Engine team, with collaboration from Google, the Godot Foundation, and W4 Games.
when
Released today; the article notes collaboration announced in November 2025.
impact
XR developers get better Android XR iteration, easier spec validation, and more control over composition layers on supported headsets.
Signal Positive

Clear quality-of-life and XR capability improvements

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