feat: modules moved and engine moved to submodule
This commit is contained in:
parent
dfb5e645cd
commit
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5136 changed files with 225275 additions and 64485 deletions
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@ -114,6 +114,14 @@
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[/codeblocks]
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</description>
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</method>
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<method name="get_setting_with_override_and_custom_features" qualifiers="const">
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<return type="Variant" />
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<param index="0" name="name" type="StringName" />
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<param index="1" name="features" type="PackedStringArray" />
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<description>
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Similar to [method get_setting_with_override], but applies feature tag overrides instead of current OS features.
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</description>
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</method>
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<method name="globalize_path" qualifiers="const">
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<return type="String" />
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<param index="0" name="path" type="String" />
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@ -235,6 +243,16 @@
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</method>
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</methods>
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<members>
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<member name="accessibility/general/accessibility_support" type="int" setter="" getter="" default="0">
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Accessibility support mode:
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- [b]Auto[/b] ([code]0[/code]): accessibility support is enabled, but accessibility information updates are processed only if an assistive app (e.g. screen reader or Braille display) is active (default).
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- [b]Always Active[/b] ([code]1[/code]): accessibility support is enabled, and accessibility information updates are processed regardless of current assistive apps' status.
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- [b]Disabled[/b] ([code]2[/code]): accessibility support is fully disabled.
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[b]Note:[/b] Accessibility debugging tools, such as Accessibility Insights for Windows, macOS Accessibility Inspector, or AT-SPI Browser do not count as assistive apps. To test your app with these tools, use [code]1[/code].
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</member>
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<member name="accessibility/general/updates_per_second" type="int" setter="" getter="" default="60">
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The number of accessibility information updates per second.
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</member>
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<member name="animation/warnings/check_angle_interpolation_type_conflicting" type="bool" setter="" getter="" default="true">
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If [code]true[/code], [AnimationMixer] prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the [AnimationMixer] cache.
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</member>
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@ -408,7 +426,7 @@
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</member>
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<member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5">
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The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
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The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
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The default value of [code]0.5[/code] is tuned for headphones which means that the opposite side channel goes no lower than 50% of the volume of the nearside channel. You may find that you can set this value higher for speakers to have the same effect since both ears can hear from each speaker.
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</member>
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<member name="audio/general/default_playback_type" type="int" setter="" getter="" default="0" experimental="">
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Specifies the default playback type of the platform.
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@ -427,7 +445,7 @@
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Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the [code]Playback[/code] category to get sound output, even if the phone is in silent mode.
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</member>
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<member name="audio/general/text_to_speech" type="bool" setter="" getter="" default="false">
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If [code]true[/code], text-to-speech support is enabled, see [method DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].
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If [code]true[/code], text-to-speech support is enabled on startup, otherwise it is enabled first time TTS method is used, see [method DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].
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[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
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</member>
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<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
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@ -688,31 +706,58 @@
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<member name="debug/shader_language/warnings/unused_varying" type="bool" setter="" getter="" default="true">
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When set to [code]true[/code], produces a warning when a varying is never used.
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</member>
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<member name="debug/shapes/avoidance/agents_radius_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.25)">
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<member name="debug/shapes/avoidance/2d/agents_radius_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.25)">
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Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/enable_agents_radius" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/avoidance/2d/enable_agents_radius" type="bool" setter="" getter="" default="true">
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If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/enable_obstacles_radius" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/avoidance/2d/enable_obstacles_radius" type="bool" setter="" getter="" default="true">
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If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/enable_obstacles_static" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/avoidance/2d/enable_obstacles_static" type="bool" setter="" getter="" default="true">
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If enabled, displays static avoidance obstacles when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/obstacles_radius_color" type="Color" setter="" getter="" default="Color(1, 0.5, 0, 0.25)">
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<member name="debug/shapes/avoidance/2d/obstacles_radius_color" type="Color" setter="" getter="" default="Color(1, 0.5, 0, 0.25)">
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Color of the avoidance obstacles radius, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/obstacles_static_edge_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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<member name="debug/shapes/avoidance/2d/obstacles_static_edge_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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Color of the static avoidance obstacles edges when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/obstacles_static_edge_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 1)">
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<member name="debug/shapes/avoidance/2d/obstacles_static_edge_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 1)">
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Color of the static avoidance obstacles edges when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/obstacles_static_face_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 0)">
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<member name="debug/shapes/avoidance/2d/obstacles_static_face_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 0)">
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Color of the static avoidance obstacles faces when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/obstacles_static_face_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.5)">
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<member name="debug/shapes/avoidance/2d/obstacles_static_face_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.5)">
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Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/agents_radius_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.25)">
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Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/enable_agents_radius" type="bool" setter="" getter="" default="true">
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If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/enable_obstacles_radius" type="bool" setter="" getter="" default="true">
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If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/enable_obstacles_static" type="bool" setter="" getter="" default="true">
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If enabled, displays static avoidance obstacles when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/obstacles_radius_color" type="Color" setter="" getter="" default="Color(1, 0.5, 0, 0.25)">
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Color of the avoidance obstacles radius, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/obstacles_static_edge_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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Color of the static avoidance obstacles edges when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/obstacles_static_edge_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 1)">
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Color of the static avoidance obstacles edges when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/obstacles_static_face_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 0)">
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Color of the static avoidance obstacles faces when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/avoidance/3d/obstacles_static_face_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.5)">
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Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)">
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@ -727,58 +772,100 @@
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<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color(0, 0.6, 0.7, 0.42)">
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Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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<member name="debug/shapes/navigation/2d/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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Color to display enabled navigation agent paths when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/agent_path_point_size" type="float" setter="" getter="" default="4.0">
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<member name="debug/shapes/navigation/2d/agent_path_point_size" type="float" setter="" getter="" default="4.0">
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Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
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<member name="debug/shapes/navigation/2d/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
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Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_agent_paths" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/navigation/2d/enable_agent_paths" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation agent paths when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/enable_agent_paths_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/navigation/2d/enable_edge_connections" type="bool" setter="" getter="" default="true">
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If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_edge_connections_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_edge_lines" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/navigation/2d/enable_edge_lines" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_edge_lines_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/navigation/2d/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
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If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_link_connections" type="bool" setter="" getter="" default="true">
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<member name="debug/shapes/navigation/2d/enable_link_connections" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
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<member name="debug/shapes/navigation/2d/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
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Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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<member name="debug/shapes/navigation/2d/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)">
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<member name="debug/shapes/navigation/2d/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)">
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Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
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<member name="debug/shapes/navigation/2d/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
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Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)">
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<member name="debug/shapes/navigation/2d/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)">
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Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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<member name="debug/shapes/navigation/2d/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
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Color to display enabled navigation agent paths when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/3d/agent_path_point_size" type="float" setter="" getter="" default="4.0">
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Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/3d/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
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Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_agent_paths" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation agent paths when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/3d/enable_agent_paths_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
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</member>
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<member name="debug/shapes/navigation/3d/enable_edge_connections" type="bool" setter="" getter="" default="true">
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If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_edge_connections_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_edge_lines" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_edge_lines_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
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If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_link_connections" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
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If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
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Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)">
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Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
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Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)">
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Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/3d/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
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Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
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@ -827,10 +914,10 @@
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|||
</member>
|
||||
<member name="display/window/frame_pacing/android/swappy_mode" type="int" setter="" getter="" default="2">
|
||||
Swappy mode to use. The options are:
|
||||
- pipeline_forced_on: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as Desktop PC.
|
||||
- auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
|
||||
- auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes < 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
|
||||
[b]Note:[/b] If [member Engine.max_fps] is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
|
||||
- [code]pipeline_forced_on[/code]: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as a desktop PC.
|
||||
- [code]auto_fps_pipeline_forced_on[/code]: Calculate the max FPS automatically. The actual max FPS will be between [code]0[/code] and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade the max FPS until it finds a value that can be maintained. That means, if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade the max FPS so that the game renders at a perfect 30fps.
|
||||
- [code]auto_fps_auto_pipeline[/code]: Same as [code]auto_fps_pipeline_forced_on[/code], but if Swappy detects that rendering is very fast (for example it takes less than 8ms to render on a 60hz screen), Swappy will disable pipelining to minimize input latency. This is the default.
|
||||
[b]Note:[/b] If [member Engine.max_fps] is [code]0[/code], the actual max FPS will be considered to be the screen's refresh rate (often 60hz, 90hz, or 120hz, depending on device model and OS settings).
|
||||
</member>
|
||||
<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
|
||||
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
|
||||
|
|
@ -879,6 +966,12 @@
|
|||
Main window initial screen, this setting is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]).
|
||||
[b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/screen] is used instead.
|
||||
</member>
|
||||
<member name="display/window/size/maximize_disabled" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the main window's maximize button is disabled.
|
||||
</member>
|
||||
<member name="display/window/size/minimize_disabled" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the main window's minimize button is disabled.
|
||||
</member>
|
||||
<member name="display/window/size/mode" type="int" setter="" getter="" default="0">
|
||||
Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves.
|
||||
[b]Note:[/b] Game embedding is available only in the "Windowed" mode.
|
||||
|
|
@ -1032,7 +1125,7 @@
|
|||
</member>
|
||||
<member name="filesystem/import/blender/enabled" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
|
||||
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 or later is required.
|
||||
This requires configuring a path to a Blender executable in the [member EditorSettings.filesystem/import/blender/blender_path] setting. Blender 3.0 or later is required.
|
||||
</member>
|
||||
<member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false">
|
||||
Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot.
|
||||
|
|
@ -1056,8 +1149,11 @@
|
|||
<member name="gui/common/snap_controls_to_pixels" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], snaps [Control] node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
|
||||
</member>
|
||||
<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
|
||||
If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
|
||||
<member name="gui/common/swap_cancel_ok" type="int" setter="" getter="" default="0">
|
||||
How to position the Cancel and OK buttons in the project's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting.
|
||||
- [b]Auto[/b] ([code]0[/code]) follows the platform convention: OK first on Windows, KDE, and LXQt, Cancel first on macOS and other Linux desktop environments. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
|
||||
- [b]Cancel First[/b] ([code]1[/code]) forces the ordering Cancel/OK.
|
||||
- [b]OK First[/b] ([code]2[/code]) forces the ordering OK/Cancel.
|
||||
[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
|
||||
</member>
|
||||
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
|
||||
|
|
@ -1119,10 +1215,18 @@
|
|||
Default [InputEventAction] to confirm a focused button, menu or list item, or validate input.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_accessibility_drag_and_drop" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to start or end a drag-and-drop operation without using mouse.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_cancel" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to discard a modal or pending input.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_colorpicker_delete_preset" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to delete a color preset in a [ColorPicker].
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_copy" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to copy a selection to the clipboard.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
|
|
@ -1151,6 +1255,10 @@
|
|||
Default [InputEventAction] to go up one directory in a [FileDialog].
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_focus_mode" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to switch [TextEdit] [member input/ui_text_indent] between moving keyboard focus to the next [Control] in the scene and inputting a [code]Tab[/code] character.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
|
|
@ -1167,6 +1275,20 @@
|
|||
Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_graph_follow_left" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to follow a [GraphNode] input port connection.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_graph_follow_left.macos" type="Dictionary" setter="" getter="">
|
||||
macOS specific override for the shortcut to follow a [GraphNode] input port connection.
|
||||
</member>
|
||||
<member name="input/ui_graph_follow_right" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to follow a [GraphNode] output port connection.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
</member>
|
||||
<member name="input/ui_graph_follow_right.macos" type="Dictionary" setter="" getter="">
|
||||
macOS specific override for the shortcut to follow a [GraphNode] output port connection.
|
||||
</member>
|
||||
<member name="input/ui_home" type="Dictionary" setter="" getter="">
|
||||
Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems.
|
||||
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
|
||||
|
|
@ -1438,12 +1560,18 @@
|
|||
- [code]wintab[/code], uses Wacom "WinTab" driver.
|
||||
- [code]dummy[/code], tablet input is disabled.
|
||||
</member>
|
||||
<member name="input_devices/pointing/android/disable_scroll_deadzone" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], disables the scroll deadzone on Android, allowing even very small scroll movements to be registered. This may increase scroll sensitivity but can also lead to unintended scrolling from slight finger movements.
|
||||
</member>
|
||||
<member name="input_devices/pointing/android/enable_long_press_as_right_click" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], long press events on an Android touchscreen are transformed into right click events.
|
||||
</member>
|
||||
<member name="input_devices/pointing/android/enable_pan_and_scale_gestures" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], multi-touch pan and scale gestures are enabled on Android devices.
|
||||
</member>
|
||||
<member name="input_devices/pointing/android/override_volume_buttons" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], system volume changes are disabled when the buttons are used within the app.
|
||||
</member>
|
||||
<member name="input_devices/pointing/android/rotary_input_scroll_axis" type="int" setter="" getter="" default="1">
|
||||
On Wear OS devices, defines which axis of the mouse wheel rotary input is mapped to. This rotary input is usually performed by rotating the physical or virtual (touch-based) bezel on a smartwatch.
|
||||
</member>
|
||||
|
|
@ -2376,9 +2504,10 @@
|
|||
[b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
|
||||
</member>
|
||||
<member name="physics/common/physics_interpolation" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [member Node.physics_interpolation_mode] and [method Node.reset_physics_interpolation].
|
||||
[b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
|
||||
If [code]true[/code], the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [method Node.reset_physics_interpolation].
|
||||
[b]Note:[/b] Although this is a global setting, finer control of individual branches of the [SceneTree] is possible using [member Node.physics_interpolation_mode].
|
||||
[b]Note:[/b] This property is only read when the project starts. To toggle physics interpolation at runtime, set [member SceneTree.physics_interpolation] instead.
|
||||
[b]Note:[/b] Property [member physics/common/physics_jitter_fix] is automatically disabled if [member physics/common/physics_interpolation] is set to [code]true[/code], as the two methods are incompatible.
|
||||
</member>
|
||||
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
|
||||
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
|
||||
|
|
@ -2397,13 +2526,11 @@
|
|||
[b]Note:[/b] Setting this too high can result in objects not depenetrating properly.
|
||||
[b]Note:[/b] This applies to all shape queries, as well as physics bodies within the simulation.
|
||||
[b]Note:[/b] This does not apply when enabling Jolt's enhanced internal edge removal, which supersedes this.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/collisions/collision_margin_fraction" type="float" setter="" getter="" default="0.08">
|
||||
The amount of collision margin to use for certain convex collision shapes, such as [BoxShape3D], [CylinderShape3D] and [ConvexPolygonShape3D], as a fraction of the shape's shortest axis, with [member Shape3D.margin] as the upper bound. This is mainly used to speed up collision detection with convex shapes.
|
||||
[b]Note:[/b] Collision margins in Jolt do not add any extra size to the shape. Instead the shape is first shrunk by the margin and then expanded by the same amount, resulting in a shape with rounded corners.
|
||||
[b]Note:[/b] Setting this value too close to [code]0.0[/code] may also negatively affect the accuracy of the collision detection with convex shapes.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/joints/world_node" type="int" setter="" getter="" default="0">
|
||||
Which of the two nodes bound by a joint should represent the world when one of the two is omitted, as either [member Joint3D.node_a] or [member Joint3D.node_b]. This can be thought of as having the omitted node be a [StaticBody3D] at the joint's position. Joint limits are more easily expressed when [member Joint3D.node_a] represents the world.
|
||||
|
|
@ -2438,28 +2565,23 @@
|
|||
<member name="physics/jolt_physics_3d/motion_queries/recovery_amount" type="float" setter="" getter="" default="0.4">
|
||||
Fraction of the total penetration to depenetrate per iteration during motion queries.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/motion_queries/recovery_iterations" type="int" setter="" getter="" default="4">
|
||||
The number of iterations to run when depenetrating during motion queries.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], enables Jolt's enhanced internal edge removal during motion queries. This can help alleviate ghost collisions, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/queries/enable_ray_cast_face_index" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], populates the [code]face_index[/code] field in the results of [method PhysicsDirectSpaceState3D.intersect_ray], also accessed through [method RayCast3D.get_collision_face_index]. If [code]false[/code], the [code]face_index[/code] field will be left at its default value of [code]-1[/code].
|
||||
[b]Note:[/b] Enabling this setting will increase Jolt's memory usage for [ConcavePolygonShape3D] by around 25%.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables Jolt's enhanced internal edge removal during shape queries. This can help alleviate ghost collisions when using shape queries for things like character movement, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
|
||||
[b]Note:[/b] This affects methods [method PhysicsDirectSpaceState3D.cast_motion], [method PhysicsDirectSpaceState3D.collide_shape], [method PhysicsDirectSpaceState3D.get_rest_info] and [method PhysicsDirectSpaceState3D.intersect_shape].
|
||||
[b]Note:[/b] Enabling this setting can cause certain shapes to be culled from the results entirely, but you will get at least one intersection per body.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/allow_sleep" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], [RigidBody3D] nodes are allowed to go to sleep if their velocity is below the threshold defined in [member physics/jolt_physics_3d/simulation/sleep_velocity_threshold] for the duration set in [member physics/jolt_physics_3d/simulation/sleep_time_threshold]. This can improve physics simulation performance when there are non-moving [RigidBody3D] nodes, at the cost of some nodes possibly failing to wake up in certain scenarios. Consider disabling this temporarily to troubleshoot [RigidBody3D] nodes not moving when they should.
|
||||
|
|
@ -2485,7 +2607,6 @@
|
|||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/bounce_velocity_threshold" type="float" setter="" getter="" default="1.0">
|
||||
The minimum velocity needed before a collision can be bouncy, in meters per second.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/continuous_cd_max_penetration" type="float" setter="" getter="" default="0.25">
|
||||
Fraction of a body's inner radius that may penetrate another body while using continuous collision detection.
|
||||
|
|
@ -2619,6 +2740,7 @@
|
|||
</member>
|
||||
<member name="rendering/environment/glow/upscale_mode" type="int" setter="" getter="" default="1">
|
||||
Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
|
||||
[b]Note:[/b] [member rendering/environment/glow/upscale_mode] is only effective when using the Forward+ or Mobile rendering methods, as Compatibility uses a different glow implementation.
|
||||
</member>
|
||||
<member name="rendering/environment/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
|
||||
Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
|
||||
|
|
@ -2957,6 +3079,7 @@
|
|||
</member>
|
||||
<member name="rendering/reflections/sky_reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/reflections/sky_reflections/roughness_layers] times more memory.
|
||||
[b]Note:[/b] Texture array reflections are always disabled on macOS on Intel GPUs due to driver bugs.
|
||||
</member>
|
||||
<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
|
||||
Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
|
||||
|
|
@ -3037,11 +3160,11 @@
|
|||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_opengl3" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to OpenGL 3 if Direct3D 12, Metal, and Vulkan are not supported.
|
||||
[b]Note:[/b] This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11.
|
||||
[b]Note:[/b] This setting is implemented on Windows, Android, macOS, iOS, and Linux/X11.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_vulkan" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The fallback is always attempted regardless of this setting if Direct3D 12 (Windows) or Metal (macOS) driver support was disabled at compile time.
|
||||
[b]Note:[/b] This setting is implemented only on Windows and macOS.
|
||||
[b]Note:[/b] This setting is implemented on Windows and macOS.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/pipeline_cache/enable" type="bool" setter="" getter="" default="true">
|
||||
Enable the pipeline cache that is saved to disk if the graphics API supports it.
|
||||
|
|
@ -3210,7 +3333,7 @@
|
|||
The ratio of [WorkerThreadPool]'s threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to [code]0.3[/code], 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
|
||||
</member>
|
||||
<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
|
||||
Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
|
||||
Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means [code]1[/code] on Web, or a number of [i]logical[/i] CPU cores available on other platforms (see [method OS.get_processor_count]).
|
||||
</member>
|
||||
<member name="xr/openxr/binding_modifiers/analog_threshold" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables the analog threshold binding modifier if supported by the XR runtime.
|
||||
|
|
@ -3245,11 +3368,11 @@
|
|||
</member>
|
||||
<member name="xr/openxr/extensions/hand_tracking_controller_data_source" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], support for the controller inferred data source is requested. If supported, you will receive hand tracking data even if the user has a controller in hand, with finger positions automatically inferred from controller input and/or sensors.
|
||||
[b]Node:[/b] This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
[b]Note:[/b] This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/hand_tracking_unobstructed_data_source" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], support for the unobstructed data source is requested. If supported, you will receive hand tracking data based on the actual finger positions of the user often determined by optical tracking.
|
||||
[b]Node:[/b] This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
[b]Note:[/b] This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
</member>
|
||||
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default=""0"">
|
||||
Specify whether OpenXR should be configured for an HMD or a hand held device.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue