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@@ -19,7 +19,7 @@ result is used.
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In Godot 4.3 we have implemented a unified approach that is explained on this help page
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In Godot 4.3 we have implemented a unified approach that is explained on this help page
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so you don't need to worry about these differences, the :ref:`XRInterface <class_xrinterface>`
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so you don't need to worry about these differences, the :ref:`XRInterface <class_xrinterface>`
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- implementation is now responsible for applying the correct platform dependent method [#]_.
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+ implementation is now responsible for applying the correct platform-dependent method [#]_.
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For headsets such as the Meta Quest and HTC Elite you will need to use the
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For headsets such as the Meta Quest and HTC Elite you will need to use the
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`OpenXR vendors plugin v3.0.0 <https://github.com/GodotVR/godot_openxr_vendors/releases>`__
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`OpenXR vendors plugin v3.0.0 <https://github.com/GodotVR/godot_openxr_vendors/releases>`__
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@@ -91,7 +91,7 @@ by the XR runtime.
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.. image:: img/openxr_default_blend_mode.webp
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.. image:: img/openxr_default_blend_mode.webp
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For passthrough devices OpenXR requires additional settings to be configured.
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For passthrough devices OpenXR requires additional settings to be configured.
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-These settings are platform dependent and provided through the OpenXR vendors plugin.
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+These settings are platform-dependent and provided through the OpenXR vendors plugin.
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For example, these are the settings required on Meta Quest:
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For example, these are the settings required on Meta Quest:
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