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Add hyphens to some adjective phrases
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
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@@ -141,7 +141,7 @@ select every scene or resource you want to export.
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``.git`` from being included in the exported PCK file.
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Below the list of resources are two filters that can be setup. The first allows
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non resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
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non-resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
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the project. The second filter can be used to exclude every file of a certain
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type without manually deselecting every one. For example, ``.png`` files.
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@@ -11,7 +11,7 @@ static mesh instancing.
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In Godot, this can be accomplished with a custom :ref:`Shader <class_Shader>` and
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a :ref:`MultiMeshInstance3D <class_MultiMeshInstance3D>`. Using the following technique you
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can render thousands of animated objects, even on low end hardware.
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can render thousands of animated objects, even on low-end hardware.
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We will start by animating one fish. Then, we will see how to extend that animation to
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thousands of fish.
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@@ -8,7 +8,7 @@ Console porting process
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In order to develop for consoles in Godot, you need access to the console SDK and
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export templates for it. These export templates need to be developed either by
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yourself or someone hired to do it, or provided by a third party company.
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yourself or someone hired to do it, or provided by a third-party company.
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Currently, the only console Godot officially supports is Steam Deck (through the
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official Linux export templates).
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@@ -19,7 +19,7 @@ result is used.
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In Godot 4.3 we have implemented a unified approach that is explained on this help page
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so you don't need to worry about these differences, the :ref:`XRInterface <class_xrinterface>`
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implementation is now responsible for applying the correct platform dependent method [#]_.
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implementation is now responsible for applying the correct platform-dependent method [#]_.
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For headsets such as the Meta Quest and HTC Elite you will need to use the
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`OpenXR vendors plugin v3.0.0 <https://github.com/GodotVR/godot_openxr_vendors/releases>`__
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@@ -91,7 +91,7 @@ by the XR runtime.
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.. image:: img/openxr_default_blend_mode.webp
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For passthrough devices OpenXR requires additional settings to be configured.
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These settings are platform dependent and provided through the OpenXR vendors plugin.
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These settings are platform-dependent and provided through the OpenXR vendors plugin.
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For example, these are the settings required on Meta Quest:
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