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@@ -13,7 +13,7 @@ Because XR supports roomscale tracking you can't simply add your XR setup to a :
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You will run into trouble when the user moves around their physical space and is no longer standing in the center of their room.
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Godot XR Tools embeds the needed logic into a helper node called ``PlayerBody``.
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Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the ``instantiate Child Scene`` button to add a child scene.
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Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the :button:`Instantiate Child Scene` button to add a child scene.
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Select ``addons/godot-xr-tools/player/player_body.tscn`` and add this node.
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Adding a floor
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@@ -122,7 +122,7 @@ a single action set and to not over-engineer things.
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For our walkthrough in this document we will thus create a single action set
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called ``my_first_action_set``.
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We do this by pressing the ``Add action set`` button:
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We do this by pressing the :button:`Add action set` button:
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.. image:: img/xr_my_first_action_set.webp
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@@ -516,7 +516,7 @@ through the modifier button on the right side of the interaction profile editor.
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.. image:: img/openxr_ip_binding_modifier.webp
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You can add a new modifier by pressing the ``Add binding modifier`` button.
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which controllers and runtimes support a modifier,
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@@ -583,7 +583,7 @@ the binding modifier button next to action attached to an input:
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.. image:: img/openxr_action_binding_modifier.webp
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You can add a new modifier by pressing the ``Add binding modifier`` button.
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which inputs on each runtime support a modifier,
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