Frame-Ready Kit for Godot
Getting a Godot game onto Steam Frame means two new export presets, a new controller profile in your action map, and a list of project settings that have to match Valve's Standalone Verified rules: 72 fps at 1728x1728 for VR, 30 fps at 1280x720 for flat games. This addon puts that setup in a dock in the Godot editor and tells you what's still wrong.
I'm a solo developer with my own game heading to Steam. I built the kit while working through Valve's Steam Frame docs for Godot, because I wanted one place that did the setup and kept score. The same reading went into this site's developer checklist.
US$14 once, with every later version included
That is the 0.1 price. It goes to US$19 at version 1.0, and early buyers keep every later version.
Buy for US$14 Read the licence
Version 0.1.1: a 67 KB zip with 33 files. Checkout is on Stripe, which works out any sales tax or VAT for your country and shows the total in your own currency before you pay. Your receipt and bank statement may name Link, Stripe's checkout service.
What's in the dock
- Export presets. Adds the two presets Valve's Godot guide describes:
Steam Frame
(Android, gradle build, OpenXR, arm64-v8a only) andSteam Frame Arm64
(Linux, arm64, ETC2/ASTC). If you already have them, it repairs the wrong settings and leaves your package name, version and SDK levels alone. - Checks. 19 for VR and 12 for flat games. Each line shows PASS, WARN, FAIL or INFO and says whether the rule is Valve's, Godot's or my own rule of thumb. The settings the kit can change come with a [Fix] link.
- Frame action map. Generates the
/interaction_profiles/valve/frame_controller_valveprofile bound to Godot's default actions, plus the Frame's X/Y, D-pad, bumper, View and thumbstick-as-dpad. It can also export every binding as JSON. - vrpreferences.json. Writes Valve's per-app defaults file (1728 resolution, 72 Hz minimum refresh).
- Perf overlay. fps, the 32-frame average frame time (the same window Valve's assessment overlay uses), worst frame, share of frames over budget, draw calls, VRAM, and render-target size with a warning under 1440 and 1728. It works in the headset or on screen and can log to CSV.
- Checklist and report. A submission checklist (14 items for VR, 9 for flat) saved per project, and a Markdown readiness report you can print or keep with the build.
The zip also has a small demo project with all of it set up, and a written guide to exporting, deploying (Godot's Remote Deploy or the SteamOS Devkit Client), measuring with SteamVR's assessment overlay, shipping Android or Linux ARM64 depots, and getting reviewed. Valve's wording is quoted where it matters.
Install
Copy addons/frame_ready into your project, enable Frame-Ready Kit under Project Settings > Plugins, and the dock shows up in the bottom-right slot. Nothing in your project changes until you press a button. It needs Godot 4.6 or newer, since that's where the Frame controller profile is built into the engine.
Buying it
Pay on Stripe and you come back to a download page. The link there works for 30 minutes, and reloading the page makes a new one. On another computer, or when a new version is out, use Restore with the email you paid with and either the card's last four digits or the receipt number. Updates are free. There's no account and no licence key, and the addon never phones home.
The licence is per developer: use the kit in as many of your own projects as you like, commercial or not, and change it however you want, but don't resell or pass on the kit itself. Shipping the perf overlay script inside your game is fine. The full licence is short.
Questions, bugs, or a refund if it doesn't do what this page says: jonathonwager@plaugstudios.com. Include your Godot version and the readiness report the dock saves, which saves a lot of back and forth.
Not affiliated with or endorsed by Valve Corporation. Steam, Steam Frame, SteamOS and SteamVR are trademarks of Valve Corporation. Godot is a trademark of the Godot Foundation.