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Fix tutorial links in XR classes docs
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The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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</class>
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As many XR runtimes now use a configurable action map all inputs are named.
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_axis" qualifiers="const">
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Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_camera_feed_id">
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For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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<members>
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<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
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The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDExtension-based interfaces can interact with them.
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_input" qualifiers="const">
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@ -7,7 +7,7 @@
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The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
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</description>
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<tutorials>
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<link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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</tutorials>
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<methods>
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<method name="add_interface">
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@ -5,10 +5,10 @@
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</brief_description>
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<description>
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The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
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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.
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Due to the needs of OpenXR this interface works slightly different than 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.
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</description>
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<tutorials>
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<link title="OpenXR documentation">$DOCS_URL/tutorials/vr/openxr/index.html</link>
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<link title="Setting up XR">$DOCS_URL/tutorials/xr/setting_up_xr.html</link>
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</tutorials>
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<signals>
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<signal name="pose_recentered">
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