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Desktop Turn overwriting camera X-Rotation even in full XR mode #684
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@pietru2004 Could you look into this? While overwriting the camera doesn't visually corrupt XR experiences, it is resetting the Node3D rotation and so gaze-pointer actions (or other functions expecting to be able to read the camera rotation) are being affected. |
Last time I checked it wasn't doing anything when xr was active(headset active). Gona check again... |
I think, If you set |
Yes, real XR mode can be fixed by overriding the default 'true' value of that value to be false, but that means the user has to explicitly disable a portion of the desktop behavior to get XR mode functioning correctly. I'm still not clear why the desktop code is doing anything when the user isn't in desktop mode. |
Hi there, this seems to be the bug I was experimenting with the desktop function and the gaze pointer. I can confirm the problem |
hm... If I recall correctly the |
The movement_desktop_turn.gd scripts physics_movement() method is resetting the player body camera X-rotation to 0 even when XR is actively being driven by a headset.
godot-xr-tools/addons/godot-xr-tools/desktop-support/movement_desktop_turn.gd
Lines 87 to 95 in 7c6d455
When not in desktop mode the desktop movement providers should do nothing.
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