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Merge pull request godotengine#104361 from timothyqiu/node-note
Fix typos in `ProjectSettings` class reference
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doc/classes/ProjectSettings.xml

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@@ -827,10 +827,10 @@
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</member>
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<member name="display/window/frame_pacing/android/swappy_mode" type="int" setter="" getter="" default="2">
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Swappy mode to use. The options are:
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- pipeline_forced_on: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as Desktop PC.
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- auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
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- auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes &lt; 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
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[b]Note:[/b] If [member Engine.max_fps] is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
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- [code]pipeline_forced_on[/code]: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as a desktop PC.
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- [code]auto_fps_pipeline_forced_on[/code]: Calculate the max FPS automatically. The actual max FPS will be between [code]0[/code] and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade the max FPS until it finds a value that can be maintained. That means, if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade the max FPS so that the game renders at a perfect 30fps.
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- [code]auto_fps_auto_pipeline[/code]: Same as [code]auto_fps_pipeline_forced_on[/code], but if Swappy detects that rendering is very fast (for example it takes less than 8ms to render on a 60hz screen), Swappy will disable pipelining to minimize input latency. This is the default.
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[b]Note:[/b] If [member Engine.max_fps] is [code]0[/code], the actual max FPS will be considered to be the screen's refresh rate (often 60hz, 90hz, or 120hz, depending on device model and OS settings).
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</member>
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<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
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The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
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</member>
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<member name="xr/openxr/extensions/hand_tracking_controller_data_source" type="bool" setter="" getter="" default="false">
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If [code]true[/code], support for the controller inferred data source is requested. If supported, you will receive hand tracking data even if the user has a controller in hand, with finger positions automatically inferred from controller input and/or sensors.
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[b]Node:[/b] This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
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[b]Note:[/b] This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
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</member>
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<member name="xr/openxr/extensions/hand_tracking_unobstructed_data_source" type="bool" setter="" getter="" default="false">
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If [code]true[/code], support for the unobstructed data source is requested. If supported, you will receive hand tracking data based on the actual finger positions of the user often determined by optical tracking.
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[b]Node:[/b] This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
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[b]Note:[/b] This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
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</member>
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<member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
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Specify whether OpenXR should be configured for an HMD or a hand held device.

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