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-rw-r--r--doc/classes/ARVRInterface.xml25
1 files changed, 13 insertions, 12 deletions
diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml
index 1da1351e49..24a5102677 100644
--- a/doc/classes/ARVRInterface.xml
+++ b/doc/classes/ARVRInterface.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="ARVRInterface" inherits="Reference" category="Core" version="3.2">
+<class name="ARVRInterface" inherits="Reference" version="3.2">
<brief_description>
Base class for an AR/VR interface implementation.
</brief_description>
@@ -8,6 +8,7 @@
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">
@@ -21,7 +22,7 @@
<return type="int">
</return>
<description>
- Returns a combination of flags providing information about the capabilities of this interface.
+ Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface.
</description>
</method>
<method name="get_name" qualifiers="const">
@@ -51,9 +52,9 @@
<description>
Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
- [b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
- If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different.
- While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
+ [b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.
+ If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.
+ While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
</description>
</method>
<method name="is_stereo">
@@ -73,13 +74,13 @@
</methods>
<members>
<member name="ar_is_anchor_detection_enabled" type="bool" setter="set_anchor_detection_is_enabled" getter="get_anchor_detection_is_enabled" default="false">
- On an AR interface, is our anchor detection enabled?
+ On an AR interface, [code]true[/code] if anchor detection is enabled.
</member>
<member name="interface_is_initialized" type="bool" setter="set_is_initialized" getter="is_initialized" default="false">
- Has this interface been initialized?
+ [code]true[/code] if this interface been initialized.
</member>
<member name="interface_is_primary" type="bool" setter="set_is_primary" getter="is_primary" default="false">
- Is this our primary interface?
+ [code]true[/code] if this is the primary interface.
</member>
</members>
<constants>
@@ -93,10 +94,10 @@
This interface supports stereoscopic rendering.
</constant>
<constant name="ARVR_AR" value="4" enum="Capabilities">
- This interface support AR (video background and real world tracking).
+ This interface supports AR (video background and real world tracking).
</constant>
<constant name="ARVR_EXTERNAL" value="8" enum="Capabilities">
- This interface outputs to an external device, if the main viewport is used the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes.
+ This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes.
</constant>
<constant name="EYE_MONO" value="0" enum="Eyes">
Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.
@@ -111,7 +112,7 @@
Tracking is behaving as expected.
</constant>
<constant name="ARVR_EXCESSIVE_MOTION" value="1" enum="Tracking_status">
- Tracking is hindered by excessive motion, player is moving faster than tracking can keep up.
+ Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up).
</constant>
<constant name="ARVR_INSUFFICIENT_FEATURES" value="2" enum="Tracking_status">
Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.
@@ -120,7 +121,7 @@
We don't know the status of the tracking or this interface does not provide feedback.
</constant>
<constant name="ARVR_NOT_TRACKING" value="4" enum="Tracking_status">
- Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.)
+ Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).
</constant>
</constants>
</class>