Open Malcolmnixon opened 2 hours ago
@pietru2004 Could you look into this? While overwriting the camera doesn't visually corrupt XR experiences, it is resetting the Node3D rotation and so gaze-pointer actions (or other functions expecting to be able to read the camera rotation) are being affected.
The movement_desktop_turn.gd scripts physics_movement() method is resetting the player body camera X-rotation to 0 even when XR is actively being driven by a headset. https://github.com/GodotVR/godot-xr-tools/blob/7c6d455b7d6f4b05e4874cab4d53912270a3d84b/addons/godot-xr-tools/desktop-support/movement_desktop_turn.gd#L87-L95
When not in desktop mode the desktop movement providers should do nothing.