Update two XR tools pages
@@ -31,8 +31,11 @@ Then create a ``BoxShape`` as our shape.
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We set the size of this box shape to 100 x 1 x 100 meters.
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We also need to move our collision shape down by 0.5 meters so the top of our box is flush with the floor.
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To make it easier to see that we're actually moving around our world, a white floor isn't going to do it.
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For this we add a material to our PlaneMesh and set the albedo to a grid texture we've created with `Wahooneys excellent free texture generator <https://wahooney.itch.io/texture-grid-generator>`_.
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To make it easier to see that we're actually moving around our world, a white floor
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isn't going to do it. Create a texture using `Wahooneys excellent free texture generator <https://wahooney.itch.io/texture-grid-generator>`_.
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Once you've created the texture add it to your project. Then create a new material
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for the MeshInstance3D node, add your texture as the albedo, and enable
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**Triplaner** under **UV1** in the material properties.
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.. image:: img/godot_xr_tools_floor.webp
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Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 333 KiB |
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Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 7.8 KiB |
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Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 310 KiB |
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Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 90 KiB |
@@ -32,17 +32,27 @@ Find the latest release for Godot 4, and under **Assets**, download the
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Once downloaded unzip the file.
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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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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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.. image:: img/godot_xr_tools_root_folder.webp
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Now open up your project in Godot, if you haven't already, and give it a minute or so to import all the resources of the plugin.
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Now open up your project in Godot, if you haven't already, and give it a minute or
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so to import all the resources of the plugin. If it asks for a path to Blender to
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be set you can just click the option to disable blender import and restart the
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editor.
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After the import finishes you may notice that several "failed to load script"
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messages popped up, that's normal, the plugin just needs to be enabled in the
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project settings.
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Next open the ``Project`` menu and select ``Project Settings..``.
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Now go to the ``Plugins`` tab and enable the plugin.
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.. image:: img/godot_xr_tools_enable.webp
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After doing that you need to close and re-open your project so everything is
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properly enabled.
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Basic hands
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-----------
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@@ -54,8 +64,9 @@ As a reliable alternative Godot XR Tools comes with a number of rigged hand scen
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These hands come in low and high poly versions, come in a few configurations, a number of animation files to control finger positions and a number of different textures.
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In your scene tree select your left hand :ref:`XRController3D <class_xrcontroller3d>` node.
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Now click on the ``instantiate Child Scene`` button to add a child scene.
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And select ``addons/godot-xr-tools/hands/scenes/lowpoly/left_hand_low.tscn``.
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Now click on the **instantiate Child Scene** button to add a child scene. Click the
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**addons** toggle so the addons folder can be searched. Then search for ``left_hand_low.tscn``,
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and select it.
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As you can see from the path of this scene, low poly models are in the ``lowpoly`` subfolder while high poly models are in the ``highpoly`` subfolder.
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You will want to use the low poly versions if you plan to release your game on mobile devices.
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