mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Add hyphens to some adjective phrases
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
This commit is contained in:
@@ -653,7 +653,7 @@ XR support (AR and VR)
|
||||
|
||||
- Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.
|
||||
|
||||
- Support for :ref:`Android based headsets <doc_deploying_to_android>` using OpenXR through a plugin.
|
||||
- Support for :ref:`Android-based headsets <doc_deploying_to_android>` using OpenXR through a plugin.
|
||||
|
||||
- Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.
|
||||
|
||||
|
||||
@@ -219,7 +219,7 @@ is always the advised one.
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Not every problem has a simple solution and, many times, the right choice is to
|
||||
use a third party library to solve the problem.
|
||||
use a third-party library to solve the problem.
|
||||
|
||||
As Godot requires to be shipped in a large amount of platforms, we can't
|
||||
link libraries dynamically. Instead, we bundle them in our source tree.
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
Code::Blocks
|
||||
============
|
||||
|
||||
`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross platform IDE.
|
||||
`Code::Blocks <https://codeblocks.org/>`_ is a free, open-source, cross-platform IDE.
|
||||
|
||||
Creating a new project
|
||||
----------------------
|
||||
|
||||
@@ -70,7 +70,7 @@ To run and debug the project you need to create a new configuration in the ``lau
|
||||
.. figure:: img/vscode_1_create_launch.json.png
|
||||
:align: center
|
||||
|
||||
- Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected,
|
||||
- Select **C++ (GDB/LLDB)**. There may be another platform-specific option here. If selected,
|
||||
adjust the configuration example provided accordingly.
|
||||
- Within the ``launch.json`` file find the ``"configurations"`` array and add a new section to it:
|
||||
|
||||
|
||||
@@ -104,7 +104,7 @@ effects of each of them.
|
||||
*Viewport's* :ref:`canvas transform <class_Viewport_property_canvas_transform>` and the
|
||||
*CanvasLayer's* :ref:`follow viewport scale <class_CanvasLayer_property_follow_viewport_scale>`
|
||||
and can be used, if :ref:`enabled <class_CanvasLayer_property_follow_viewport_enabled>`, to
|
||||
achieve a pseudo 3D effect. It affects the same child nodes as the *CanvasLayer transform*.
|
||||
achieve a pseudo-3D effect. It affects the same child nodes as the *CanvasLayer transform*.
|
||||
|
||||
- **Viewport canvas transform**
|
||||
The :ref:`canvas transform <class_Viewport_property_canvas_transform>` affects all
|
||||
|
||||
@@ -141,7 +141,7 @@ select every scene or resource you want to export.
|
||||
``.git`` from being included in the exported PCK file.
|
||||
|
||||
Below the list of resources are two filters that can be setup. The first allows
|
||||
non resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
|
||||
non-resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
|
||||
the project. The second filter can be used to exclude every file of a certain
|
||||
type without manually deselecting every one. For example, ``.png`` files.
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ static mesh instancing.
|
||||
|
||||
In Godot, this can be accomplished with a custom :ref:`Shader <class_Shader>` and
|
||||
a :ref:`MultiMeshInstance3D <class_MultiMeshInstance3D>`. Using the following technique you
|
||||
can render thousands of animated objects, even on low end hardware.
|
||||
can render thousands of animated objects, even on low-end hardware.
|
||||
|
||||
We will start by animating one fish. Then, we will see how to extend that animation to
|
||||
thousands of fish.
|
||||
|
||||
@@ -8,7 +8,7 @@ Console porting process
|
||||
|
||||
In order to develop for consoles in Godot, you need access to the console SDK and
|
||||
export templates for it. These export templates need to be developed either by
|
||||
yourself or someone hired to do it, or provided by a third party company.
|
||||
yourself or someone hired to do it, or provided by a third-party company.
|
||||
|
||||
Currently, the only console Godot officially supports is Steam Deck (through the
|
||||
official Linux export templates).
|
||||
|
||||
@@ -19,7 +19,7 @@ result is used.
|
||||
|
||||
In Godot 4.3 we have implemented a unified approach that is explained on this help page
|
||||
so you don't need to worry about these differences, the :ref:`XRInterface <class_xrinterface>`
|
||||
implementation is now responsible for applying the correct platform dependent method [#]_.
|
||||
implementation is now responsible for applying the correct platform-dependent method [#]_.
|
||||
|
||||
For headsets such as the Meta Quest and HTC Elite you will need to use the
|
||||
`OpenXR vendors plugin v3.0.0 <https://github.com/GodotVR/godot_openxr_vendors/releases>`__
|
||||
@@ -91,7 +91,7 @@ by the XR runtime.
|
||||
.. image:: img/openxr_default_blend_mode.webp
|
||||
|
||||
For passthrough devices OpenXR requires additional settings to be configured.
|
||||
These settings are platform dependent and provided through the OpenXR vendors plugin.
|
||||
These settings are platform-dependent and provided through the OpenXR vendors plugin.
|
||||
|
||||
For example, these are the settings required on Meta Quest:
|
||||
|
||||
|
||||
Reference in New Issue
Block a user