WebXRInterface

    XR interface using WebXR.

    WebXRInterface.swift:45
    class WebXRInterface

    WebXR is an open standard that allows creating VR and AR applications that run in the web browser.

    As such, this interface is only available when running in Web exports.

    WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).

    Since WebXR is based on JavaScript, it makes extensive use of callbacks, which means that WebXRInterface is forced to use signals, where other XR interfaces would instead use functions that return a result immediately. This makes WebXRInterface quite a bit more complicated to initialize than other XR interfaces.

    Here’s the minimum code required to start an immersive VR session:

    There are a couple ways to handle “controller” input:

    • Using XRController3D nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in XR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example.

    • Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional input sources like a tap on the screen, a spoken voice command or a button press on the device itself.

    You can use both methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.

    This object emits the following signals:

    Superclasses

    Citizens in SwiftGodot

    Conformances

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    • protocol Equatable

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    • protocol VariantStorable

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    Types

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