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@@ -40,7 +40,7 @@ You will then find the XR Action Map interface in the bottom of the screen:
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In the end, it's a limitation of the system.
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The default action map
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-======================
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+----------------------
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Godot will automatically create a default action map if no action map file is found.
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@@ -57,7 +57,7 @@ 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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Action sets
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-===========
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+-----------
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.. note::
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Before we dive in, you will see the term XR runtime used throughout this document.
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@@ -127,7 +127,7 @@ The columns in our table are as follows:
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If multiple active action sets have actions bound to the same controllers inputs or outputs, the action set with the highest priority value will determine the action that is updated.
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Actions
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-=======
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+-------
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In the XR action map, actions are the entities that your game/application will interact with.
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For instance, we can define an action ``Shoot`` and the input bound to that action will trigger the ``button_pressed`` signal on the relevant :ref:`XRController3D <class_xrcontroller3d>` node in your scene with ``Shoot`` as the ``name`` parameter of the signal.
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@@ -253,7 +253,7 @@ The appropriate :ref:`XRController3D <class_xrcontroller3d>` node will emit the
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Now that we have our basic actions defined, it's time to hook them up.
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Profiles
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-========
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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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