-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
expose XRInterface::get_transform_for_view to gdscript #68390
expose XRInterface::get_transform_for_view to gdscript #68390
Conversation
Personally, I think exposing this is fine! Should we also expose As far as PR review, it'd be nice to have a description for the API docs! @BastiaanOlij Do you see any issues with exposing this? |
@dsnopek in Godot 4 I have no problems in exposing this and agree that we should also expose |
thanks, should I edit the PR to include get_projection_for_view then? |
Yes, please! |
e419258
to
33065ed
Compare
However, you're also going to need to squash your changes down into a single commit (per Godot's PR workflow): |
9473478
to
bceff0f
Compare
…ction_for_view to gdscript
bceff0f
to
84f6791
Compare
Ok 👍 , I think it should be fixed now |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thanks! Looks good to me!
Looks great, thanks! |
Hello again
By exposing XRInterface::get_transform_for_view, it's possible to implement true stereoscopic mirrors and portals in VR previously impossible in godot.
Previously i made a PR for 3.x only since viewport textures seemed to be not working on godot 4 but I found the workaround was to set the viewport size to something different than the default 512, it's now working.
I made a demo for godot 4 using the method to render stereoscopic mirrors in VR, it can be found here:
https://github.com/cheece/godot-vr-mirror-test-g4