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@@ -49,6 +49,6 @@ The default values are good enough for many cases, but you can change growth and
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.. image:: img/mesh2d4.png
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Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be replaced:
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Finally, push the :button:`Convert 2D Mesh` button and your Sprite2D will be replaced:
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.. image:: img/mesh2d5.png
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@@ -143,7 +143,7 @@ performance overhead is larger compared to height fields, so they're best suited
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To create an SDF collision node, add a new child node to your scene and select ``GPUParticlesCollisionSDF3D``
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from the list of available nodes. SDF collision nodes have to be baked in order to have any effect on particles
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in the level. To do that, click the ``Bake SDF`` button in the viewport toolbar
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in the level. To do that, click the :button:`Bake SDF` button in the viewport toolbar
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while the SDF collision node is selected and choose a directory to store the baked data. Since SDF collision needs
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to be baked in the editor, it's static and cannot change at runtime.
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@@ -144,7 +144,7 @@ Keep going and build the whole skeleton:
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You will notice that all bones raise a warning about a missing rest pose. A rest
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pose is the default pose for a skeleton, you can come back to it anytime you want
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(which is very handy for animating). To set one click on the *skeleton* node in
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the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select
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the scene tree, then click on the :button:`Skeleton2D` button in the toolbar, and select
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``Overwrite Rest Pose`` from the dropdown menu.
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.. image:: img/skel2d14.webp
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@@ -32,7 +32,7 @@ placing them where they need to be.
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In the main toolbar, click the ``Project`` dropdown. Then click
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``Project Settings...``. Go to the ``Plugins`` tab and then click
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on the ``Create New Plugin`` button in the top-right.
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on the :button:`Create New Plugin` button in the top-right.
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You will see the dialog appear, like so:
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@@ -13,7 +13,7 @@ Because XR supports roomscale tracking you can't simply add your XR setup to a :
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You will run into trouble when the user moves around their physical space and is no longer standing in the center of their room.
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Godot XR Tools embeds the needed logic into a helper node called ``PlayerBody``.
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Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the ``instantiate Child Scene`` button to add a child scene.
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Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the :button:`Instantiate Child Scene` button to add a child scene.
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Select ``addons/godot-xr-tools/player/player_body.tscn`` and add this node.
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Adding a floor
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@@ -122,7 +122,7 @@ a single action set and to not over-engineer things.
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For our walkthrough in this document we will thus create a single action set
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called ``my_first_action_set``.
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We do this by pressing the ``Add action set`` button:
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We do this by pressing the :button:`Add action set` button:
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.. image:: img/xr_my_first_action_set.webp
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@@ -516,7 +516,7 @@ through the modifier button on the right side of the interaction profile editor.
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.. image:: img/openxr_ip_binding_modifier.webp
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You can add a new modifier by pressing the ``Add binding modifier`` button.
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which controllers and runtimes support a modifier,
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@@ -583,7 +583,7 @@ the binding modifier button next to action attached to an input:
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.. image:: img/openxr_action_binding_modifier.webp
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You can add a new modifier by pressing the ``Add binding modifier`` button.
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which inputs on each runtime support a modifier,
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