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lines changed Original file line number Diff line number Diff line change @@ -15,21 +15,16 @@ We'll be using this as a base for our documentation here.
1515It helps developers hit the ground running but for more specific use cases building your own logic is just as valid.
1616In that case XR tools can help in providing inspiration.
1717
18- .. note ::
19- The current stable release of Godot XR Tools available on the Asset Library is the version for Godot 3.
20- The port of Godot XR Tools for Godot 4 is available for download from the github website.
21- We will walk through the step of downloading and installing it here.
22- We will update the documentation once Godot XR Tools becomes available for Godot 4 through the asset library.
23-
2418Installing XR Tools
2519-------------------
2620
2721Continuing on from our project we started in :ref: `doc_setting_up_xr ` we want to add in the Godot XR Tools library.
2822This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases >`_.
2923Find the latest release for Godot 4, and under **Assets **, download the
30- ``godot-xr-tools.zip `` file.
24+ ``godot-xr-tools.zip `` file. You can also find it in the asset library with the
25+ title "Godot XR Tools for Godot 4".
3126
32- Once downloaded unzip the file.
27+ If you're using the zip file, once it's downloaded unzip it .
3328You will notice the files are held within a ``godot-xr-tools `` subfolder.
3429Inside of this folder you will find an ``addons `` folder.
3530It is this folder that you want to copy in its entirety to your Godot project folder. Your project should now look something like this:
Original file line number Diff line number Diff line change @@ -246,7 +246,7 @@ come from optical hand tracking sensors or any other applicable source.
246246
247247If your game only supports controllers this should be turned off.
248248
249- See the chapter on :ref: `hand tracking <doc_openxr_hand_tracking >` for additional details.
249+ See the page on :ref: `hand tracking <doc_openxr_hand_tracking >` for additional details.
250250
251251Hand Tracking Unobstructed Data Source
252252~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -303,7 +303,8 @@ Binding Modifiers
303303-----------------
304304
305305These control whether or not binding modifiers can be used. Binding modifiers are
306- used to apply thresholds or offset values.
306+ used to apply thresholds or offset values. You can find information on how to use
307+ and set them up on the XR action map page :ref: `here <doc_binding_modifiers >`.
307308
308309Analog Threshold
309310~~~~~~~~~~~~~~~~
Original file line number Diff line number Diff line change @@ -48,7 +48,7 @@ This also means OpenXR needs to be enabled when Godot starts in order to set thi
4848up correctly. Check the :ref: `Enabled<class_ProjectSettings_property_xr/openxr/enabled> `
4949setting in your project settings under **XR > OpenXR **.
5050
51- .. image :: img/openxr_settings .webp
51+ .. image :: img/openxr_enabled .webp
5252
5353You can find several other settings related to OpenXR here as well. These can't be
5454changed while your application is running. The default settings will get us started,
Original file line number Diff line number Diff line change @@ -17,7 +17,7 @@ and binding these to the actual inputs and outputs on your XR devices.
1717As the XR action map is currently part of the OpenXR module, OpenXR needs to be enabled
1818in your project settings to expose it:
1919
20- .. image :: img/openxr_settings .webp
20+ .. image :: img/openxr_enabled .webp
2121
2222You will then find the XR Action Map interface in the bottom of the screen:
2323
@@ -480,6 +480,8 @@ to use bindings from one of the more popular systems as a fallback first.
480480 If you are able to test your game using a Meta Rift or Quest and add this profile
481481 there is a high probability your game will work with other headsets.
482482
483+ .. _doc_binding_modifiers :
484+
483485Binding Modifiers
484486-----------------
485487
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