diff options
Diffstat (limited to 'modules/openxr/doc_classes')
-rw-r--r-- | modules/openxr/doc_classes/OpenXRAction.xml | 4 | ||||
-rw-r--r-- | modules/openxr/doc_classes/OpenXRActionSet.xml | 2 | ||||
-rw-r--r-- | modules/openxr/doc_classes/OpenXRInterface.xml | 2 |
3 files changed, 4 insertions, 4 deletions
diff --git a/modules/openxr/doc_classes/OpenXRAction.xml b/modules/openxr/doc_classes/OpenXRAction.xml index d1a2ce2d2e..a3a45ebb4c 100644 --- a/modules/openxr/doc_classes/OpenXRAction.xml +++ b/modules/openxr/doc_classes/OpenXRAction.xml @@ -6,7 +6,7 @@ <description> This resource defines an OpenXR action. Actions can be used both for inputs (buttons/joystick/trigger/etc) and outputs (haptics). OpenXR performs automatic conversion between action type and input type whenever possible. An analogue trigger bound to a boolean action will thus return [code]false[/code] if the trigger is depressed and [code]true[/code] if pressed fully. - Actions are not directly bound to specific devices, instead OpenXR recognises a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths. + Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths. Note that the name of the resource is used to register the action with. </description> <tutorials> @@ -16,7 +16,7 @@ The type of action. </member> <member name="localized_name" type="String" setter="set_localized_name" getter="get_localized_name" default=""""> - The localised description of this action. + The localized description of this action. </member> <member name="toplevel_paths" type="PackedStringArray" setter="set_toplevel_paths" getter="get_toplevel_paths" default="PackedStringArray()"> A collections of toplevel paths to which this action can be bound. diff --git a/modules/openxr/doc_classes/OpenXRActionSet.xml b/modules/openxr/doc_classes/OpenXRActionSet.xml index db3259ec07..39e518750a 100644 --- a/modules/openxr/doc_classes/OpenXRActionSet.xml +++ b/modules/openxr/doc_classes/OpenXRActionSet.xml @@ -36,7 +36,7 @@ Collection of actions for this action set. </member> <member name="localized_name" type="String" setter="set_localized_name" getter="get_localized_name" default=""""> - The localised name of this action set. + The localized name of this action set. </member> <member name="priority" type="int" setter="set_priority" getter="get_priority" default="0"> The priority for this action set. diff --git a/modules/openxr/doc_classes/OpenXRInterface.xml b/modules/openxr/doc_classes/OpenXRInterface.xml index f089fd066e..7251a4a9bd 100644 --- a/modules/openxr/doc_classes/OpenXRInterface.xml +++ b/modules/openxr/doc_classes/OpenXRInterface.xml @@ -5,7 +5,7 @@ </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 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. + Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized 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="Setting up XR">$DOCS_URL/tutorials/xr/setting_up_xr.html</link> |