Godot Plugin¶
The SDK archive includes a beta Godot plugin in godot/addons/beam_eye_tracker.
It exposes the Beam Eye Tracker C# API through Godot-compatible nodes, signals,
and data types.
Note
This beta Godot plugin included in the SDK archive is Windows-only. It ships
with the Windows Beam SDK native client library under the plugin’s
bin/x86_64 folder. Advanced users may be able to adapt it to other platforms, given the
the platform-specific Beam SDK native client library is available.
Godot Plugin Installation¶
Copy
godot/addons/beam_eye_trackerfrom the SDK archive into your Godot project’saddonsdirectory.Enable the plugin from
Project > Project Settings > Plugins.Make sure the Beam Eye Tracker application is installed and configured.
Camera and Tracking Data¶
The plugin provides BeamEyeTrackerInputDevice for accessing:
unified-screen and viewport gaze;
head pose;
smoothed sim game camera position and rotation;
foveated rendering state;
tracking status changes.
The plugin samples the smoothed sim game camera state once per Godot frame,
matching the SDK recommendation for game-engine integrations. The camera rotation
output preserves the SDK 2.2 convention described in Mapping to the game engine coordinate system while
exposing a Godot Basis for direct camera control.
BeamEyeTrackerInputDevice also exposes IsCameraPoseValid and
CameraPoseValidityChanged so client code can distinguish tracking reception from
availability of a valid smoothed camera pose. The bundled CameraControlBehaviour.cs
resets its controlled camera pose to identity once when a previously valid camera
pose becomes invalid. A developer can decide whether to apply this reset or return controls
to mouse and keyboard in a custom behaviour.
See the plugin’s bundled Documentation~/beam-eye-tracker.md and
README.md files for Godot-specific usage snippets.