The default engine with the built-in OpenXR integration is capable of producing both Android and Linux Arm64 builds for Steam Frame.
First, make sure you have turned on Developer Mode as described in the
Setting up your Steam Frame for development this will let you deploy to the headset.
If you’d like to use the Steam Frame Controller Interaction Profile you’ll need to be on at least Godot 4.6 beta 1.
Project Setup
Eye Tracking
Steam Frame supports Eye Tracking in Godot using the Eye Gaze Interaction extension. You can enable it in
Project Settings > OpenXR > Extensions.
Foveated Rendering
Steam Frame supports the Foveated Rendering functionality in Godot via the
OpenXR Vendors Plugin (or releases
here).
Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support.
Steamworks
GodotSteam 4.17 and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame.
Building to Steam Frame
For both Android and Linux builds you can use the
Export Project... button from the export preset window to create a distributable version of your game and use the
Steam DevKit Tool to upload these to your Steam Frame.
Alternatively, for Android builds you can deploy and test directly from the Godot IDE using
adb. Refer to this article to get started:
Connecting adb to LeptonOnce connected:
- Setup your export config. If you have multiple export presets setup, make sure the one for Steam Frame is set to runnable.
- Optionally, turn on debug capabilities (Debug / Deploy With Remote Debug).
- Click on Remote Deploy in the top right toolbar and select Steam Frame Lepton from the dropdown.

Official Documentation
For the most up to date information, please refer to the
official documentation, and also be sure to check out the
Godot XR Tools.
Notes