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Fix typos with codespell
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
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@@ -106,7 +106,7 @@ To summerize:
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- The :ref:`ARVRCamera <class_ARVRCamera>` node is offset on the Y axis by the user's height.
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- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axises as the player moves.
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- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axes as the player moves.
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- The :ref:`ARVRController <class_ARVRController>` nodes represent the VR controllers and handle all of the input from the VR controllers.
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@@ -697,7 +697,7 @@ over the last thirty ``_physics_process`` calls. While this is not perfect, it g
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``_physics_process_directional_movement`` function step-by-step explanation
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"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
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First this function gets the axises for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
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First this function gets the axes for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
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.. note:: You may need to remap the joystick and/or touchpad index values depending on your VR headset and controller. The inputs in this tutorial are the index values of a
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Windows Mixed Reality headset.
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