- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
25 lines
1.5 KiB
XML
25 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVROrigin" inherits="Spatial" category="Core" version="3.2">
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<brief_description>
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The origin point in AR/VR.
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</brief_description>
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<description>
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This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.
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There should be only one of these nodes in your scene and you must have one. All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct children of this node for spatial tracking to work correctly.
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It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
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For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
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Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
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[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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