Closed BastiaanOlij closed 9 months ago
had time to test both, no issues so far and i like the blackout fade that u have added (should be standard! in the xr tools)
thanks for the hardwork there, lookin forward to the third one
There are two projects with almost the same code. If the docs say that the Character body centric solution is inferior, maybe it shouldn't be included as it adds confusion. (I spent some time comparing between them to find out what was different between the two projects.)
Also, can the project name avoid having spaces? The Android exporter doesn't like it (for the package name), and it's just one more thing in the long list of (unavoidable) steps that stops the demo working on the Quest2 out of the box.
There are two projects with almost the same code. If the docs say that the Character body centric solution is inferior, maybe it shouldn't be included as it adds confusion. (I spent some time comparing between them to find out what was different between the two projects.)
Also, can the project name avoid having spaces? The Android exporter doesn't like it (for the package name), and it's just one more thing in the long list of (unavoidable) steps that stops the demo working on the Quest2 out of the box.
going forward to keep backcompatibility it might be good to have both, after all not evry app/game needs a characterbody solution
There are two projects with almost the same code. If the docs say that the Character body centric solution is inferior, maybe it shouldn't be included as it adds confusion. (I spent some time comparing between them to find out what was different between the two projects.)
The Character Body one is actually the preferred approach.
The origin centric version is an older approach still used by XR Tools.
Both are however valid approaches, having demos to show both options so people can see how they work and decide for themselves which is the better approach for them I think is a valid thing to have.
I wonder what the cubemap error is about, seems like an internal issue.
The demo will indeed not work if you don't have an HMD, that kind of comes with the territory with a VR demo :) We really need to get you one.
This PR introduces two demo projects to show the two room scale movement options presented in the help pages found here: https://docs.godotengine.org/en/stable/tutorials/xr/xr_room_scale.html
These demos have a few small improvements that should be applied to the help pages, and the help pages should reference these demos so people can try out the logic.
I plan to do a 3rd demo showing seated play but will submit that as a separate PR