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

  1. Copy godot/addons/beam_eye_tracker from the SDK archive into your Godot project’s addons directory.

  2. Enable the plugin from Project > Project Settings > Plugins.

  3. 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.