update docs

This commit is contained in:
Nitwel 2023-11-11 18:25:59 +01:00
parent 604c52cffa
commit bde85e7124

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@ -80,11 +80,14 @@ func watch_state(entity: String, callback: Callable[entity: Entity]) -> Callable
### Interaction Events
Each time a button is pressed on the primary controller, a ray-cast is done to be able to interact with devices or the UI.
Additionally, each event will bubble up until the root node is reached, allowing to handle events on parents.
In case that an event of a specific node has to be reacted on, use the `Clickable` function node.
```python
InteractionEvent {
"controller": XRController3D, # The controller that triggered the event
"ray": RayCast3D, # The ray-cast that triggered the event
"target": Node3D, # The node that was hit by the ray-cast
}
```
@ -100,6 +103,18 @@ InteractionEvent {
| `_on_ray_enter` | `[event: InteractionEvent]` | The ray-cast enters the the collision body |
| `_on_ray_leave` | `[event: InteractionEvent]` | The ray-cast leaves the the collision body |
### Functions
In order to implement generic features, a set of functions is available to be used in the project.
#### Movable
The `Movable` node allows to move a node around in the room. It uses the grab events in order to transform the parent node.
#### Clickable
The `Clickable` allows to access events of the parent using signals this node emits.
### Testing without a VR Headset
In order to test without a headset, press the run project (F5) button in Godot and ignore the prompt that OpenXR failed to start.