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Actually, I started to use Godot seriously just a week ago, so I'm not a good source of information for that. I'm still planning to use it for a VR application, but a lot of features still need third-party packages here and there, along with modified versions of Godot, so I can't recommend it for a simple VR game creation experience.
Note that OpenXR support for Godot is still a Work In Progress, and if you want to know more about it, I'd highly suggest following Bastiaan Olij on Youtube, which has a Godot VR videos. He's also present on the official Godot Discord channels and so far, he's open to questions,
Named input exist in Godot and are actually the way to go for most projects. These input can then be remapped depending on the controller, so if that's what you're looking for, yes Godot suports it. Though, I don't know how it fares if you hop from one controlling scheme to another in a middle of a game (like switching from keyboard to VR knuckles).
I know unity has great VR support, thats why its the standard right now for VR games. And it has single variables for the trigger, ab, etc buttons. And its easy to swap models depending on the hardware used. How does this compare to the state of VR in Godot?
Also, how's the AA? I see jaggies in the screenshot whichis a big no for a VR game, which unity has pretty good and lightweight default stuff for, unreal a bit less.