Godot Version
4.3
Question
I’m implementing functionality where, when the currently active pointer in my XRToolsViewport2Dto3D view (the _mouse
in the viewport’s static body) enters a 2d button area, it triggers haptic feedback on the controller associated with the pointer similar to the way system menus work on meta quest.
I didn’t see a great way to find out the currently active pointer in a XRToolsViewport2DTo3D . I have two FunctionPointer
objects in my scene, one nested under each controller. I ended up adding
func get_active_pointer() -> Node3D:
return $StaticBody3D._mouse
to the XRToolsViewport2Dto3D
code and then comparing the active_pointer in the viewport to my left and right controller pointers in order to know which one to vibrate
func is_right_hand_pointer_active() -> bool:
var active_pointer = $LevelSelectMenu. get_active_pointer()
return $XROrigin3D/RightHand/FunctionPointer == active_pointer
Anyway, wondering if I just missed a cleaner way. If not it seems like it could be a good addition for the usecase I describe.