From f6e8da3661656173bcd17cfc11bdf1ff8c8b97b2 Mon Sep 17 00:00:00 2001 From: David Snopek Date: Thu, 28 Jan 2021 19:14:23 -0600 Subject: Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR. --- modules/webxr/doc_classes/WebXRInterface.xml | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml index bddffd910e..9469e4d055 100644 --- a/modules/webxr/doc_classes/WebXRInterface.xml +++ b/modules/webxr/doc_classes/WebXRInterface.xml @@ -14,9 +14,9 @@ var vr_supported = false func _ready(): - # We assume this node has a canvas layer with a button on it as a child. + # We assume this node has a button as a child. # This button is for the user to consent to entering immersive VR mode. - $CanvasLayer/Button.connect("pressed", self, "_on_Button_pressed") + $Button.connect("pressed", self, "_on_Button_pressed") webxr_interface = XRServer.find_interface("WebXR") if webxr_interface: @@ -65,6 +65,7 @@ return func _webxr_session_started(): + $Button.visible = false # This tells Godot to start rendering to the headset. get_viewport().xr = true # This will be the reference space type you ultimately got, out of the @@ -73,6 +74,7 @@ print ("Reference space type: " + webxr_interface.reference_space_type) func _webxr_session_ended(): + $Button.visible = true # If the user exits immersive mode, then we tell Godot to render to the web # page again. get_viewport().xr = false -- cgit v1.2.3