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Rewrite OpenXR hand tracking to reflect new architecture #9499
Rewrite OpenXR hand tracking to reflect new architecture #9499
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Thanks! This looks great!
I only have a couple language nit-picks.
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I think I got all the reported grammar issue, thanks for the proof reading @AThousandShips and @dsnopek |
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Thanks for the approvals everyone, please also check out the demo project that accompanies this. |
I can check that the demo runs on my computer later this week. Unfortunately though my headset doesn't have hand tracking. |
If you have steamVR it'll work on inferred hand tracking, all should still work :) |
This PR is good to go and just waiting on the demo to be merged. Unfortunately, I currently lack the bandwith to check it out myself. Please poke me once that PR is merged so we can merge this one :) |
XR Demo is merged as well. Thanks for your work on both of these! |
Work in progress, I'm rewriting the hand tracking manual page to reflect the new way things are structured in Godot 4.3.
About half way done.
Note that this manual page references godotengine/godot-demo-projects#973 and that PR needs to be merged alongside this.