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Merge pull request #6719 from BastiaanOlij/fix_xr_action_map_headings

Fix headings in XR action map documentation
Matthew 2 years ago
parent
commit
0a7cbf350f
1 changed files with 4 additions and 4 deletions
  1. 4 4
      tutorials/xr/xr_action_map.rst

+ 4 - 4
tutorials/xr/xr_action_map.rst

@@ -40,7 +40,7 @@ You will then find the XR Action Map interface in the bottom of the screen:
   In the end, it's a limitation of the system.
   In the end, it's a limitation of the system.
 
 
 The default action map
 The default action map
-======================
+----------------------
 
 
 Godot will automatically create a default action map if no action map file is found.
 Godot will automatically create a default action map if no action map file is found.
 
 
@@ -57,7 +57,7 @@ This will clear out all actions.
 You might also want to remove the controllers that you do not wish to setup, more on this later.
 You might also want to remove the controllers that you do not wish to setup, more on this later.
 
 
 Action sets
 Action sets
-===========
+-----------
 
 
 .. note::
 .. note::
   Before we dive in, you will see the term XR runtime used throughout this document.
   Before we dive in, you will see the term XR runtime used throughout this document.
@@ -127,7 +127,7 @@ The columns in our table are as follows:
       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.
       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.
 
 
 Actions
 Actions
-=======
+-------
 
 
 In the XR action map, actions are the entities that your game/application will interact with.
 In the XR action map, actions are the entities that your game/application will interact with.
 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.
 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.
@@ -253,7 +253,7 @@ The appropriate :ref:`XRController3D <class_xrcontroller3d>` node will emit the
 Now that we have our basic actions defined, it's time to hook them up.
 Now that we have our basic actions defined, it's time to hook them up.
 
 
 Profiles
 Profiles
-========
+--------
 
 
 In OpenXR controller bindings are captured in so-called "Interaction Profiles".
 In OpenXR controller bindings are captured in so-called "Interaction Profiles".
 We've simply shortened it to "Profiles" because it takes up less space.
 We've simply shortened it to "Profiles" because it takes up less space.