Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to drive node positions and visibility.

This commit is contained in:
Malcolm Nixon 2024-04-13 17:26:46 -04:00
parent 3b1806182a
commit 823ae7b3fa
49 changed files with 769 additions and 636 deletions

View file

@ -46,6 +46,9 @@
The name of the pose we're bound to. Which poses a tracker supports is not known during design time.
Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface].
</member>
<member name="show_when_tracked" type="bool" setter="set_show_when_tracked" getter="get_show_when_tracked" default="false">
Enables showing the node when tracking starts, and hiding the node when tracking is lost.
</member>
<member name="tracker" type="StringName" setter="set_tracker" getter="get_tracker" default="&amp;&quot;&quot;">
The name of the tracker we're bound to. Which trackers are available is not known during design time.
Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface].