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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-07-25 12:38:58 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-25 12:38:58 +0200 |
commit | 2f221e5fd507b176590bda52d08e499629ce7761 (patch) | |
tree | c24961857c5e7ccacc3291d22c1e4dabcee3c12b /modules/webxr/doc_classes | |
parent | a0f7f42b842462646281f5c4c9a8db070e034adc (diff) | |
parent | 3564c16cb851e2c5ae9f75d928e2f501ce5e3d6a (diff) |
Merge pull request #50250 from luzpaz/typos
Fix various typos
Diffstat (limited to 'modules/webxr/doc_classes')
-rw-r--r-- | modules/webxr/doc_classes/WebXRInterface.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml index 9b3a063ef5..67b2b866f3 100644 --- a/modules/webxr/doc_classes/WebXRInterface.xml +++ b/modules/webxr/doc_classes/WebXRInterface.xml @@ -88,7 +88,7 @@ - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member XRController3D.controller_id]. - You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interations with more advanced devices. + You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices. </description> <tutorials> <link title="How to make a VR game for WebXR with Godot">https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot</link> |