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@@ -60,7 +60,7 @@ There are several workarounds for this:
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The editor or project takes a very long time to start
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-----------------------------------------------------
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When using one of the the Vulkan-based renderers (Forward+ or Forward Mobile),
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When using one of the Vulkan-based renderers (Forward+ or Forward Mobile),
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the first startup is expected to be relatively long. This is because shaders
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need to be compiled before they can be cached. Shaders also need to be cached
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again after updating Godot, after updating graphics drivers or after switching
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@@ -69,7 +69,7 @@ to generate a universal download link.
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- Open the `nightly.link <https://nightly.link>`__ website and paste the URL you just copied
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into the text field located below the heading **Paste a GitHub link, get a nightly.link!**.
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After pasting the URL, click **Get links** on the right.
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If the the format of the URL you pasted is correct, you should be presented
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If the format of the URL you pasted is correct, you should be presented
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with a page like this:
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.. image:: img/testing_pull_requests_nightly_link.png
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@@ -277,7 +277,7 @@ Reference
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- ``[right]{text}[/right]``
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* - | **fill**
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| Makes ``{text}`` fill the the full width of ``RichTextLabel``.
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| Makes ``{text}`` fill the full width of ``RichTextLabel``.
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| Same as ``[p align=fill]``.
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- ``[fill]{text}[/fill]``
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@@ -330,11 +330,11 @@ Let's finish our configuration:
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.. image:: img/xr_touch_completed.webp
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Each action is bound the the given input or output for both controllers to indicate that we support the action on either controller.
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Each action is bound the given input or output for both controllers to indicate that we support the action on either controller.
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The exception is the movement action which is bound only to the right hand controller.
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It is likely that we would want to use the left hand thumbstick for a different purpose, say a teleport function.
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In developing your game/application you have to account for the possibility that the user changes the binding and binds the movement to the left hand thumbstick.
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In developing your game/application you have to account for the possibility that the user changes the binding and binds the movement to the left hand thumbstick.
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Also note that our shoot and grab boolean actions are linked to inputs of type ``Float``.
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As mentioned before OpenXR will do conversions between the two, but do read the warning given on that subject earlier in this document.
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