What it is
A lightweight Godot project set up to run on Android XR and Meta Quest 3 out of the box, wrapped in a synthwave-themed bowling alley. It ships with the Godot XR Tools addon pre-installed — pointer interaction, 2D UI in 3D space, and the usual XR utilities.
For glasses-class hardware (e.g. Project Aura) it defaults to a passthrough experience; for a VR HMD it switches to immersive.
Why it’s worth having
Getting a Godot XR project to actually build and deploy to a Quest is the part that’s poorly documented — a fresh clone that has never run “Install Android Build Template” simply fails to export, and people lose hours to it. This repo commits the OpenXR vendors plugin and documents the full, tested sequence (Godot 4.7, export templates, the build-template step everyone misses), turning the official Deploying to Android tutorial into a Quest-specific, actually-works checklist.
Status
Active starter. Requires Godot 4.7+. MIT-licensed; source on github.com/IoTone.