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7 changes: 5 additions & 2 deletions tutorials/xr/basic_xr_locomotion.rst
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Expand Up @@ -31,8 +31,11 @@ Then create a ``BoxShape`` as our shape.
We set the size of this box shape to 100 x 1 x 100 meters.
We also need to move our collision shape down by 0.5 meters so the top of our box is flush with the floor.

To make it easier to see that we're actually moving around our world, a white floor isn't going to do it.
For this we add a material to our PlaneMesh and set the albedo to a grid texture we've created with `Wahooneys excellent free texture generator <https://wahooney.itch.io/texture-grid-generator>`_.
To make it easier to see that we're actually moving around our world, a white floor
isn't going to do it. Create a texture using `Wahooneys excellent free texture generator <https://wahooney.itch.io/texture-grid-generator>`_.
Once you've created the texture add it to your project. Then create a new material
for the MeshInstance3D node, add your texture as the albedo, and enable
**Triplaner** under **UV1** in the material properties.

.. image:: img/godot_xr_tools_floor.webp

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19 changes: 15 additions & 4 deletions tutorials/xr/introducing_xr_tools.rst
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Expand Up @@ -32,17 +32,27 @@ Find the latest release for Godot 4, and under **Assets**, download the
Once downloaded unzip the file.
You will notice the files are held within a ``godot-xr-tools`` subfolder.
Inside of this folder you will find an ``addons`` folder.
It is this folder that you want to copy in its entirety to your Godot project folder, your project should now look something like this:
It is this folder that you want to copy in its entirety to your Godot project folder. Your project should now look something like this:

.. image:: img/godot_xr_tools_root_folder.webp

Now open up your project in Godot, if you haven't already, and give it a minute or so to import all the resources of the plugin.
Now open up your project in Godot, if you haven't already, and give it a minute or
so to import all the resources of the plugin. If it asks for a path to Blender to
be set you can just click the option to disable blender import and restart the
editor.

After the import finishes you may notice that several "failed to load script"
messages popped up, that's normal, the plugin just needs to be enabled in the
project settings.

Next open the ``Project`` menu and select ``Project Settings..``.
Now go to the ``Plugins`` tab and enable the plugin.

.. image:: img/godot_xr_tools_enable.webp

After doing that you need to close and re-open your project so everything is
properly enabled.

Basic hands
-----------

Expand All @@ -54,8 +64,9 @@ As a reliable alternative Godot XR Tools comes with a number of rigged hand scen
These hands come in low and high poly versions, come in a few configurations, a number of animation files to control finger positions and a number of different textures.

In your scene tree select your left hand :ref:`XRController3D <class_xrcontroller3d>` node.
Now click on the ``instantiate Child Scene`` button to add a child scene.
And select ``addons/godot-xr-tools/hands/scenes/lowpoly/left_hand_low.tscn``.
Now click on the **instantiate Child Scene** button to add a child scene. Click the
**addons** toggle so the addons folder can be searched. Then search for ``left_hand_low.tscn``,
and select it.

As you can see from the path of this scene, low poly models are in the ``lowpoly`` subfolder while high poly models are in the ``highpoly`` subfolder.
You will want to use the low poly versions if you plan to release your game on mobile devices.
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