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Merge pull request #10409 from tetrapod00/no-simply
Simply remove some words
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@@ -26,7 +26,8 @@ Installing XR Tools
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Continuing on from our project we started in :ref:`doc_setting_up_xr` we want to add in the Godot XR Tools library.
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This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases>`_.
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Simply find the latest pre-release for Godot 4 and then under assets download the ``godot-xr-tools.zip`` file.
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Find the latest release for Godot 4, and under **Assets**, download the
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``godot-xr-tools.zip`` file.
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Once downloaded unzip the file.
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You will notice the files are held within a ``godot-xr-tools`` subfolder.
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@@ -72,7 +72,7 @@ Adding a composition layer
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--------------------------
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The second step is adding our composition layer.
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We simply add the correct composition layer node as a child node of
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We can add the correct composition layer node as a child node of
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our :ref:`XROrigin3D <class_xrorigin3d>` node.
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This is very important as the XR runtime positions everything in relation to our origin.
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@@ -263,7 +263,7 @@ Next we remember our state for next frame.
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...
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Finally, if we aren't intersecting, we simply clear our state.
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Finally, if we aren't intersecting, we clear our state.
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.. code:: gdscript
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@@ -185,7 +185,7 @@ You can access this information through code:
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else:
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print("No hand tracker registered")
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This example simply logs the state for the left hand.
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This example logs the state for the left hand.
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If in this example no hand tracker is returned by ``get_tracker``,
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this means the hand tracking API is not supported on the XR runtime at all.
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@@ -31,7 +31,11 @@ There are other XR related nodes and there is much more to say about these three
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Prerequisites for XR in Godot 4
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-------------------------------
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While in Godot 3 most things worked out of the box, Godot 4 needs a little more setup. This is mainly due to the more advanced nature of the Vulkan renderer. There are many rendering features in Vulkan the XR system uses that aren't enabled by default. They are very easy to turn on, simply open up your project settings and tick the XR shaders tickbox in the XR section:
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While in Godot 3 most things worked out of the box, Godot 4 needs a little more
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setup. This is mainly due to the more advanced nature of the Vulkan renderer.
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There are many rendering features in Vulkan the XR system uses that aren't
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enabled by default. To turn them on, open up your project settings and tick
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:ref:`XR > Shaders > Enabled <class_ProjectSettings_property_xr/shaders/enabled>`:
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.. image:: img/xr_shaders.png
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@@ -52,7 +52,7 @@ Godot will automatically create a default action map if no action map file is fo
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It prevents having to design a proper action map for their game/application first.
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For this walkthrough we're going to start with a blank action map.
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You can simply delete the "Godot action set" entry at the top by pressing the trash can icon.
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You can delete the "Godot action set" entry at the top by pressing the trash can icon.
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This will clear out all actions.
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You might also want to remove the controllers that you do not wish to setup, more on this later.
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@@ -257,7 +257,7 @@ Profiles
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--------
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In OpenXR controller bindings are captured in so-called "Interaction Profiles".
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We've simply shortened it to "Profiles" because it takes up less space.
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We've shortened it to "Profiles" because it takes up less space.
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This generic name is chosen because controllers don't cover the entire system.
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Currently there are also profiles for trackers, remotes and tracked pens.
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