From 02ab0627d698a76343ab80c7afdf3cb261ec80d4 Mon Sep 17 00:00:00 2001 From: Micky Date: Wed, 11 Sep 2024 18:05:19 +0200 Subject: [PATCH] Improve wording on XRPose's `name` description --- doc/classes/XRPose.xml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 60a2226a6046..76c1ced35271 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -29,11 +29,11 @@ The linear velocity of this pose. - The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects [XRInterface]s to implement: - - [code]root[/code] defines a root location, often used for tracked objects that do not have further nodes. - - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this. - - [code]grip[/code] defines the location where the user grips the controller - - [code]skeleton[/code] defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime. + The name of this pose. Usually, this name is derived from an action map set up by the user. Godot also suggests some pose names that [XRInterface] objects are expected to implement: + - [code]root[/code] is the root location, often used for tracked objects that do not have further nodes. + - [code]aim[/code] is the tip of a controller with its orientation pointing outwards, often used for raycasts. + - [code]grip[/code] is the location where the user grips the controller. + - [code]skeleton[/code] is the root location for a hand mesh, when using hand tracking and an animated skeleton is supplied by the XR runtime. The tracking confidence for this pose, provides insight on how accurate the spatial positioning of this record is.