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Function gaze pointer #683

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merged 3 commits into from
Oct 5, 2024
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surreal6
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@surreal6 surreal6 commented Sep 27, 2024

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
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This is looking very good - although it did highlight a bug with the desktop integration overwriting the headset rotation even in full XR mode - #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
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surreal6 commented Oct 3, 2024

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.

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surreal6 commented Oct 3, 2024

this will fix #662 issue

@RangerMauve
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TY for working on this!

@Malcolmnixon
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With Pietru's fix this now works perfectly.

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This works very well. Nice job

@Malcolmnixon Malcolmnixon added this to the 4.4.0 milestone Oct 5, 2024
@Malcolmnixon Malcolmnixon added the enhancement New feature or request label Oct 5, 2024
@Malcolmnixon Malcolmnixon merged commit 6e3eedb into GodotVR:master Oct 5, 2024
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squidt pushed a commit to squidt/godot-xr-tools that referenced this pull request Nov 17, 2024
* function gaze pointer

* hide laser pointer

* remove trailing whitespace
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3 participants