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Copy file name to clipboardExpand all lines: classes/[email protected]
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@@ -4219,6 +4219,14 @@ Flag for a static method.
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Used internally. Allows to not dump core virtual methods (such as :ref:`Object._notification()<class_Object_private_method__notification>`) to the JSON API.
Copy file name to clipboardExpand all lines: classes/class_cubemap.rst
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@@ -23,7 +23,9 @@ A cubemap is made of 6 textures organized in layers. They are typically used for
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This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of **Cubemap** resources.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Cubemap from code, use :ref:`ImageTextureLayered.create_from_images()<class_ImageTextureLayered_method_create_from_images>` on an instance of the Cubemap class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
Copy file name to clipboardExpand all lines: classes/class_cubemaparray.rst
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The primary benefit of **CubemapArray**\ s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple :ref:`Cubemap<class_Cubemap>`\ s into a shader using a single **CubemapArray**. :ref:`Cubemap<class_Cubemap>`\ s are allocated in adjacent cache regions on the GPU, which makes **CubemapArray**\ s the most efficient way to store multiple :ref:`Cubemap<class_Cubemap>`\ s.
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\ **Note:** Godot uses **CubemapArray**\ s internally for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
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Godot uses **CubemapArray**\ s internally for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``.
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\ **Note:** **CubemapArray** is not supported in the Compatibility renderer.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use :ref:`ImageTextureLayered.create_from_images()<class_ImageTextureLayered_method_create_from_images>` on an instance of the CubemapArray class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
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\ **Note:** **CubemapArray** is not supported in the Compatibility renderer due to graphics API limitations.
\ **Note:** Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
Copy file name to clipboardExpand all lines: classes/class_input.rst
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@@ -536,6 +536,8 @@ Note this method returns an empty :ref:`Vector3<class_Vector3>` when running fro
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_accelerometer<class_ProjectSettings_property_input_devices/sensors/enable_accelerometer>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_gravity<class_ProjectSettings_property_input_devices/sensors/enable_gravity>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_gyroscope<class_ProjectSettings_property_input_devices/sensors/enable_gyroscope>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_magnetometer<class_ProjectSettings_property_input_devices/sensors/enable_magnetometer>` must be enabled.
Copy file name to clipboardExpand all lines: classes/class_mobilevrinterface.rst
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if interface and interface.initialize():
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get_viewport().use_xr = true
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_accelerometer<class_ProjectSettings_property_input_devices/sensors/enable_accelerometer>`, :ref:`ProjectSettings.input_devices/sensors/enable_gravity<class_ProjectSettings_property_input_devices/sensors/enable_gravity>`, :ref:`ProjectSettings.input_devices/sensors/enable_gyroscope<class_ProjectSettings_property_input_devices/sensors/enable_gyroscope>` and :ref:`ProjectSettings.input_devices/sensors/enable_magnetometer<class_ProjectSettings_property_input_devices/sensors/enable_magnetometer>` must be enabled.
Copy file name to clipboardExpand all lines: classes/class_parallax2d.rst
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Parallax2D
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==========
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**Experimental:** This node is meant to replace :ref:`ParallaxBackground<class_ParallaxBackground>` and :ref:`ParallaxLayer<class_ParallaxLayer>`. The implementation may change in the future.
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