Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR.

(cherry picked from commit f6e8da3661)
This commit is contained in:
David Snopek 2021-01-28 19:14:23 -06:00 committed by Rémi Verschelde
parent 7ecc2561cd
commit 0eb6dfa04a
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GPG Key ID: C3336907360768E1
1 changed files with 4 additions and 2 deletions

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@ -16,9 +16,9 @@
var vr_supported = false
func _ready():
# We assume this node has a canvas layer with a button on it as a child.
# We assume this node has a button as a child.
# This button is for the user to consent to entering immersive VR mode.
$CanvasLayer/Button.connect("pressed", self, "_on_Button_pressed")
$Button.connect("pressed", self, "_on_Button_pressed")
webxr_interface = ARVRServer.find_interface("WebXR")
if webxr_interface:
@ -67,6 +67,7 @@
return
func _webxr_session_started():
$Button.visible = false
# This tells Godot to start rendering to the headset.
get_viewport().arvr = true
# This will be the reference space type you ultimately got, out of the
@ -75,6 +76,7 @@
print ("Reference space type: " + webxr_interface.reference_space_type)
func _webxr_session_ended():
$Button.visible = true
# If the user exits immersive mode, then we tell Godot to render to the web
# page again.
get_viewport().arvr = false