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Added a C# tutorial for the "Setting up XR"-section (#7352)
Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Ashtreighlia <daginberth@gmail.com>
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@@ -74,15 +74,16 @@ Right now all these nodes are on the floor, the will be positioned correctly in
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Next we need to add a script to our root node. Add the following code into this script:
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::
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node3D
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var interface: XRInterface
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var xr_interface: XRInterface
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func _ready():
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interface = XRServer.find_interface("OpenXR")
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if interface and interface.is_initialized():
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xr_interface = XRServer.find_interface("OpenXR")
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if xr_interface and xr_interface.is_initialized():
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print("OpenXR initialised successfully")
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# Turn off v-sync!
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@@ -91,7 +92,35 @@ Next we need to add a script to our root node. Add the following code into this
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# Change our main viewport to output to the HMD
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get_viewport().use_xr = true
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else:
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print("OpenXR not initialised, please check if your headset is connected")
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print("OpenXR not initialized, please check if your headset is connected")
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.. code-tab:: csharp
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using Godot;
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public partial class MyNode3D : Node3D
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{
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private XRInterface _xrInterface;
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public override void _Ready()
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{
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_xrInterface = XRServer.FindInterface("OpenXR");
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if(_xrInterface != null && _xrInterface.IsInitialized())
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{
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GD.Print("OpenXR initialized successfully");
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// Turn off v-sync!
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DisplayServer.WindowSetVsyncMode(DisplayServer.VSyncMode.Disabled);
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// Change our main viewport to output to the HMD
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GetViewport().UseXR = true;
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}
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else
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{
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GD.Print("OpenXR not initialized, please check if your headset is connected");
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}
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}
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}
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This code fragment assumes we are using OpenXR, if you wish to use any of the other interfaces you can change the ``find_interface`` call.
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