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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-22 23:44:00 +0200
committerGitHub <noreply@github.com>2022-07-22 23:44:00 +0200
commit3f504eb9fedc33467b58ad20e92eecc03cd5315a (patch)
treebbad84e18d53ef0bd45cb12d9e8d67e673d61050 /modules/openxr
parent86a5a23351d2afb49db60b680651185ee3396a49 (diff)
parentf78d06c9feb0734ccb786247a421d82502440c58 (diff)
Merge pull request #63313 from python273/fix-xr-doc-links
Diffstat (limited to 'modules/openxr')
-rw-r--r--modules/openxr/doc_classes/OpenXRInterface.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/openxr/doc_classes/OpenXRInterface.xml b/modules/openxr/doc_classes/OpenXRInterface.xml
index 74f708bc95..25bf496de9 100644
--- a/modules/openxr/doc_classes/OpenXRInterface.xml
+++ b/modules/openxr/doc_classes/OpenXRInterface.xml
@@ -5,10 +5,10 @@
</brief_description>
<description>
The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
- Due to the needs of OpenXR this interface works slightly different then other plugin based XR interfaces. It needs to be initialised when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
+ Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialised when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
</description>
<tutorials>
- <link title="OpenXR documentation">$DOCS_URL/tutorials/vr/openxr/index.html</link>
+ <link title="Setting up XR">$DOCS_URL/tutorials/xr/setting_up_xr.html</link>
</tutorials>
<signals>
<signal name="pose_recentered">