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lines changed Original file line number Diff line number Diff line change @@ -15,21 +15,16 @@ We'll be using this as a base for our documentation here.
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It helps developers hit the ground running but for more specific use cases building your own logic is just as valid.
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In that case XR tools can help in providing inspiration.
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- .. note ::
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- The current stable release of Godot XR Tools available on the Asset Library is the version for Godot 3.
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- The port of Godot XR Tools for Godot 4 is available for download from the github website.
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- We will walk through the step of downloading and installing it here.
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- We will update the documentation once Godot XR Tools becomes available for Godot 4 through the asset library.
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-
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Installing XR Tools
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-------------------
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Continuing on from our project we started in :ref: `doc_setting_up_xr ` we want to add in the Godot XR Tools library.
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This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases >`_.
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Find the latest release for Godot 4, and under **Assets **, download the
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- ``godot-xr-tools.zip `` file.
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+ ``godot-xr-tools.zip `` file. You can also find it in the asset library with the
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+ title "Godot XR Tools for Godot 4".
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- Once downloaded unzip the file.
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+ If you're using the zip file, once it's downloaded unzip it .
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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:
Original file line number Diff line number Diff line change @@ -246,7 +246,7 @@ come from optical hand tracking sensors or any other applicable source.
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If your game only supports controllers this should be turned off.
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- See the chapter on :ref: `hand tracking <doc_openxr_hand_tracking >` for additional details.
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+ See the page on :ref: `hand tracking <doc_openxr_hand_tracking >` for additional details.
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Hand Tracking Unobstructed Data Source
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -303,7 +303,8 @@ Binding Modifiers
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-----------------
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These control whether or not binding modifiers can be used. Binding modifiers are
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- used to apply thresholds or offset values.
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+ used to apply thresholds or offset values. You can find information on how to use
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+ and set them up on the XR action map page :ref: `here <doc_binding_modifiers >`.
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Analog Threshold
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~~~~~~~~~~~~~~~~
Original file line number Diff line number Diff line change @@ -48,7 +48,7 @@ This also means OpenXR needs to be enabled when Godot starts in order to set thi
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up correctly. Check the :ref: `Enabled<class_ProjectSettings_property_xr/openxr/enabled> `
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setting in your project settings under **XR > OpenXR **.
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- .. image :: img/openxr_settings .webp
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+ .. image :: img/openxr_enabled .webp
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You can find several other settings related to OpenXR here as well. These can't be
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changed while your application is running. The default settings will get us started,
Original file line number Diff line number Diff line change @@ -17,7 +17,7 @@ and binding these to the actual inputs and outputs on your XR devices.
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As the XR action map is currently part of the OpenXR module, OpenXR needs to be enabled
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in your project settings to expose it:
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- .. image :: img/openxr_settings .webp
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+ .. image :: img/openxr_enabled .webp
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You will then find the XR Action Map interface in the bottom of the screen:
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@@ -480,6 +480,8 @@ to use bindings from one of the more popular systems as a fallback first.
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If you are able to test your game using a Meta Rift or Quest and add this profile
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there is a high probability your game will work with other headsets.
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+ .. _doc_binding_modifiers :
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+
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Binding Modifiers
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-----------------
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