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Asked By | rbierig |
Godot 3.5.1 for mobile VR (smartphone only):
I am creating a player for OpenVR/XR and having a ARVROrigin with a childnode ARVRCamera. So far I am addding the following code to the ARVROrigin (I guess this would be the same for OpenXR, but I currently just have this):
extends ARVROrigin
onready var camera = $ARVRCamera
func _ready():
var arvr_interface = ARVRServer.find_interface("Native mobile");
if (arvr_interface and arvr_interface.initialize()):
get_viewport().arvr = true
get_viewport().hdr = false
I want to move the player (represented by the camera of the origin slowly forward whenever the player looks on the ground (e.g., by a particular angle downward).
I wonder what the best way is to do this – would it be to write _physics_process(delta) with movement code (and a _input(event) method to check on the angle, all part of the ARVROrigin. Or would it be clearner to write that as part of a KinematricBody parent that also has access to move_and_slide and all the rest?