How to integrate the MX Ink into Godot 4.5

Godot Version

4.5

Question

Hello all!

I just purchased an MX Ink and would like to start developing an app for it but I am not sure where to start with it.

Has anyone been able to get it working with Godot? I know that it was mentioned last year, but I have not seen any other documentation mentioning it as of yet.

Thank you,
Boaz

I believe I heard that there’s an XR community on Godot’s Discord. You might have more luck there. There is not a lot of XR discussion here on the forums.

I tried on the Discord and have some leads but nothing is working just yet! Hope to be able to give an update in a few days.

1 Like

Hi @boaztheostrich

I did the intergration into Godot and worked with the Logitech team to help refine the Mx Ink when I was at Adobe. What part of it is tripping you up? It should just work as long as you have the input map set. Note it only works on supported platforms because it requires the XR_LOGITECH_mx_ink_stylus_interaction

Supported Runtimes last I checked were (they might have added more since)
Meta Platforms - Meta Quest 3 (Mobile)
Meta Platforms - Meta Quest 3S (Mobile)

2 Likes

Hello @kimau setting the input map is something I’m not familiar with I’ll look into it and report back!

I’m still very new to all of this so I am just using the default xr tools template with the yellow default hands. Hoping to learn how to use the pen with this setup and load in the pens 3D model as well. GitHub - Boaztheostrich/ABCCAD: Quest 3 Godot AR Project that allows you to place blocks in your space and then export what you build as an STL for 3D printing

I’ll do some research!

Thanks!

Boaz

Not looked at this code in ages (and don’t forget to put the XR vendor extension in addons) but this is the old code I tested with ages back. Might show you the bits you need.