GodotVR / godot-xr-tools

Support scenes for AR and VR in Godot
MIT License
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Function gaze pointer #683

Closed surreal6 closed 1 month ago

surreal6 commented 2 months ago

A new implementation of the Gaze Pointer but as an independent function. Based in #664 PR

With 'click on hold' boolean you can select to send clicks to the target node or just move the mouse around.

Malcolmnixon commented 1 month ago

This is looking very good - although it did highlight a bug with the desktop integration overwriting the headset rotation even in full XR mode - https://github.com/GodotVR/godot-xr-tools/issues/684

Do you think it's beneficial to keep the laser functionality - it can be enabled and does work, but it looks so bad (the laser coming out between the eyes) I'm not sure it'd ever want to be enabled.

surreal6 commented 1 month ago

Oh, good, you found the bug with the desktop integration. I was unable to detect where it came from, but was suspecting from desktop integration and asked pietru about, but he didn't see any bug...

Yes, i think we can remove the laser functionality. As i understand, It its useful just to check if the pointer is working, but you can also use the target for this. I can remove the laser functionality for clearness.

surreal6 commented 1 month ago

this will fix #662 issue

RangerMauve commented 1 month ago

TY for working on this!

Malcolmnixon commented 1 month ago

With Pietru's fix this now works perfectly.