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Several minor XR page improvements
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@@ -15,21 +15,16 @@ We'll be using this as a base for our documentation here.
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It helps developers hit the ground running but for more specific use cases building your own logic is just as valid.
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In that case XR tools can help in providing inspiration.
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.. note::
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The current stable release of Godot XR Tools available on the Asset Library is the version for Godot 3.
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The port of Godot XR Tools for Godot 4 is available for download from the github website.
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We will walk through the step of downloading and installing it here.
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We will update the documentation once Godot XR Tools becomes available for Godot 4 through the asset library.
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Installing XR Tools
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-------------------
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Continuing on from our project we started in :ref:`doc_setting_up_xr` we want to add in the Godot XR Tools library.
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This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases>`_.
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Find the latest release for Godot 4, and under **Assets**, download the
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``godot-xr-tools.zip`` file.
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``godot-xr-tools.zip`` file. You can also find it in the asset library with the
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title "Godot XR Tools for Godot 4".
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Once downloaded unzip the file.
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If you're using the zip file, once it's downloaded unzip it.
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You will notice the files are held within a ``godot-xr-tools`` subfolder.
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Inside of this folder you will find an ``addons`` folder.
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It is this folder that you want to copy in its entirety to your Godot project folder. Your project should now look something like this:
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@@ -246,7 +246,7 @@ come from optical hand tracking sensors or any other applicable source.
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If your game only supports controllers this should be turned off.
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See the chapter on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
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See the page on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
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Hand Tracking Unobstructed Data Source
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -303,7 +303,8 @@ Binding Modifiers
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-----------------
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These control whether or not binding modifiers can be used. Binding modifiers are
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used to apply thresholds or offset values.
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used to apply thresholds or offset values. You can find information on how to use
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and set them up on the XR action map page :ref:`here <doc_binding_modifiers>`.
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Analog Threshold
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~~~~~~~~~~~~~~~~
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@@ -48,7 +48,7 @@ This also means OpenXR needs to be enabled when Godot starts in order to set thi
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up correctly. Check the :ref:`Enabled<class_ProjectSettings_property_xr/openxr/enabled>`
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setting in your project settings under **XR > OpenXR**.
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.. image:: img/openxr_settings.webp
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.. image:: img/openxr_enabled.webp
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You can find several other settings related to OpenXR here as well. These can't be
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changed while your application is running. The default settings will get us started,
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@@ -17,7 +17,7 @@ and binding these to the actual inputs and outputs on your XR devices.
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As the XR action map is currently part of the OpenXR module, OpenXR needs to be enabled
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in your project settings to expose it:
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.. image:: img/openxr_settings.webp
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.. image:: img/openxr_enabled.webp
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You will then find the XR Action Map interface in the bottom of the screen:
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@@ -480,6 +480,8 @@ to use bindings from one of the more popular systems as a fallback first.
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If you are able to test your game using a Meta Rift or Quest and add this profile
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there is a high probability your game will work with other headsets.
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.. _doc_binding_modifiers:
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Binding Modifiers
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-----------------
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