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:github_url: hide
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the WebXRInterface.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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@@ -108,7 +108,7 @@ There are several ways to handle "controller" input:
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- Using :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` and :ref:`InputEventJoypadButton<class_InputEventJoypadButton>` or :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>`. This works the same as normal joypads, except the :ref:`InputEvent.device<class_InputEvent_property_device>` starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by `Section 3.3 of the WebXR Gamepads Module <https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping>`__.
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- Using the :ref:`select<class_WebXRInterface_signal_select>`, :ref:`squeeze<class_WebXRInterface_signal_squeeze>` and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The ``controller_id`` passed to these signals is the same id as used in :ref:`XRController3D.controller_id<class_XRController3D_property_controller_id>`.
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- Using the :ref:`select<class_WebXRInterface_signal_select>`, :ref:`squeeze<class_WebXRInterface_signal_squeeze>` and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself.
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You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.
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