XR Movement

Category: Executor Tier: Pro

Purpose

XR analog of Motion3D — handles all player locomotion paradigms by moving/rotating the XROrigin3D.

Visual Reference

As added to your scene
XR Movement brick as it appears in the GDLink editor

Runtime Behavior

Inputs

  • Activate (Boolean): When true, apply movement. Joystick-driven modes read analog metadata from upstream XR Input Listener.

Properties

Core (always visible)

  • movement_mode (Enum, default "Teleport"): Teleport, Smooth, Snap Turn, Continuous Turn, Climb, Fly

  • vignette_intensity (Float, default 0.0): Comfort tunnel-vision overlay intensity. 0 = disabled.

  • vignette_threshold (Float, default 0.2, visible_if: {vignette_intensity: "> 0"}): Velocity threshold before vignette activates.

Teleport Mode (visible_if: {movement_mode: "Teleport"})

  • fade_duration (Float, default 0.2): Fade-to-black transition time in seconds.

  • offset_height (Float, default 0.0): Height offset above the hit point.

  • max_slope (Float, default 45.0): Maximum surface angle in degrees (absorbed from demoted Teleport Gate).

  • collision_mask (Bitmask): Valid teleport surface layers (absorbed from demoted Teleport Gate).

  • check_player_fit (Bool, default true): Capsule cast to verify player fits at target (absorbed from demoted Teleport Gate).

Smooth / Fly Mode (visible_if: {movement_mode: ["Smooth", "Fly"]})

  • speed (Float, default 2.5): Movement units per second.

  • orientation (Enum, default "Hand"): Head, Hand — determines forward direction.

  • input_type (Enum, default "Joystick"): Joystick, Arm Swing (godot-xr-tools jog/swing detection).

  • sprint_multiplier (Float, default 1.5, visible_if: {input_type: "Joystick"}): Speed boost when sprint button held.

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Generated UI Mockup — showing expanded properties
XR Movement
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Name:
Label this brick...
Movement Mode:
v
Vignette Intensity:
v
Vignette Threshold:
v

Properties

This brick does not expose a generated property table yet. See the source specification for implementation notes.