godot/modules/openxr/doc_classes/OpenXRInterface.xml
Bastiaan Olij d11cb5fe98 Adding signals and events to OpenXR interface
Improving interaction profile logic
2022-03-10 17:14:56 +11:00

41 lines
1.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="OpenXRInterface" inherits="XRInterface" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Our OpenXR interface.
</brief_description>
<description>
The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
Due to the needs of OpenXR this interface works slightly different then other plugin based XR interfaces. It needs to be initialised when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
</description>
<tutorials>
<link title="OpenXR documentation">$DOCS_URL/tutorials/vr/openxr/index.html</link>
</tutorials>
<signals>
<signal name="pose_recentered">
<description>
Informs the user queued a recenter of the player position.
</description>
</signal>
<signal name="session_begun">
<description>
Informs our OpenXR session has been started.
</description>
</signal>
<signal name="session_focussed">
<description>
Informs our OpenXR session now has focus.
</description>
</signal>
<signal name="session_stopping">
<description>
Informs our OpenXR session is stopping.
</description>
</signal>
<signal name="session_visible">
<description>
Informs our OpenXR session is now visible (output is being sent to the HMD).
</description>
</signal>
</signals>
</class>