godot-xr-tools
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Support scenes for AR and VR in Godot
The vignette shader is set for 'depth_test_disable', but its render priority is set to 0, so virtually all other "No Depth Test" materials will show through it. This value should...
Right now most of the features in XR Tools need to be added through subscenes. That makes a lot of sense as for many we need a handful of objects...
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This is essential for efficient debugging so you can perform quick iterative tests against the parts of the game under development without needing to boot up the headset. The OQ_Toolkit...
Pardon what will probably be a rookie mistake! I'm using one Viewport_2D_in_3D. The menu scene is correctly displayed in the godot editor  However when the scene launches the following...
The `4.0-dev` contains the Work in Progress conversion of Godot-XR-Tools to Godot 4. Changes made to `master` should be ported to the `4.0-dev` branch as well as these will deviate...
Hi, when setting the `Function_Pointer`'s `Active Button` to `Vr Action` and set the name of one of my actions (100% defined in the project's Input map) the editor is filled...
This is to stop acceleration if leaning back from original position. This looks to fix that issue, and it's also how strafe movement is implemented
This pull request is an initial cleanup of the documentation comments for the XR Tools scripts so the generated documentation is more usable. The initial comment style with the "@desc"...
This pull request implements #212 by changing the XRToolsMovementTurn to XRToolsFunctionTurn. The Teleport demo removes the XRToolsPlayerBody from the player rig, so the player no-longer slides down slopes causing minor...