summaryrefslogtreecommitdiff
path: root/modules/webxr/doc_classes/WebXRInterface.xml
diff options
context:
space:
mode:
Diffstat (limited to 'modules/webxr/doc_classes/WebXRInterface.xml')
-rw-r--r--modules/webxr/doc_classes/WebXRInterface.xml2
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>