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Fix some typos and grammar mistakes found using LanguageTool
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@@ -193,7 +193,7 @@ Creating the controllers
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.. image:: img/starter_vr_tutorial_hands.png
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Right now all that the VR user can do is stand around, which isn't really what we are going for unless we are working on a VR film. Lets write the code for the
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VR controllers. We are going to write all of the code for the VR controllers in one go, so the code is rather long. That said, once we are finished you will be
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VR controllers. We are going to write all the code for the VR controllers in one go, so the code is rather long. That said, once we are finished you will be
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able to teleport around the scene, artificially move using the touchpad/joystick on the VR controller, and be able to pick up, drop, and throw
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:ref:`RigidBody <class_RigidBody>`-based nodes.
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@@ -244,7 +244,7 @@ the same script, so it doesn't matter which you use first. With ``VR_Controller.
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.. tip:: You can copy and paste the code from this page directly into the script editor.
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If you do this, all of the code copied will be using spaces instead of tabs.
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If you do this, all the code copied will be using spaces instead of tabs.
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To convert the spaces to tabs in the script editor, click the ``Edit`` menu and select ``Convert Indent To Tabs``.
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This will convert all the spaces into tabs. You can select ``Convert Indent To Spaces`` to convert tabs back into spaces.
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@@ -542,7 +542,7 @@ This is quite a bit of code to go through. Let's go through what the code does s
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Explaining the VR controller code
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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First, let's go through all of the class variables in the script:
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First, let's go through all the class variables in the script:
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* ``controller_velocity``: A variable to hold a rough approximation of the VR controller's velocity.
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* ``prior_controller_position``: A variable to hold the VR controller's last position in 3D space.
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@@ -653,7 +653,7 @@ This section of code will keep the held object in the same position and rotation
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_________________
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Finally, the last section of code simply calls the ``_physics_process_directional_movement`` function. This function contains all of the code for moving the player when the
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Finally, the last section of code simply calls the ``_physics_process_directional_movement`` function. This function contains all the code for moving the player when the
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touchpad/joystick on the VR controller moves.
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@@ -81,7 +81,7 @@ Let's go over how this script works.
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Explaining the Sphere Target code
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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First, let's go through all of the class variables in the script:
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First, let's go through all the class variables in the script:
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* ``destroyed``: A variable to track whether the sphere target has been destroyed.
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* ``destroyed_timer``: A variable to track how long the sphere target has been destroyed.
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@@ -98,7 +98,7 @@ First, let's go through all of the class variables in the script:
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""""""""""""""""""""""""""""""""""""""""""""
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All the ``_ready`` function does is that it stops the ``_physics_process`` from being called by calling ``set_physics_process`` and passing ``false``.
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The reason we do this is because all of the code in ``_physics_process`` is for destroying this node when enough time has passed, which we only want to
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The reason we do this is because all the code in ``_physics_process`` is for destroying this node when enough time has passed, which we only want to
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do when the target has been destroyed.
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@@ -1033,4 +1033,3 @@ help serve as an introduction to making fully-featured VR games in Godot! The co
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story-based games, and more!
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.. warning:: You can download the finished project for this tutorial series on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_, under the releases tab!
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