Fix interpolation in XR nodes

(cherry picked from commit 9e1b9fb1bc)
This commit is contained in:
Asaduji
2025-03-12 19:25:24 +01:00
committed by Rémi Verschelde
parent f9378c5092
commit 74cbb2152b
4 changed files with 92 additions and 3 deletions

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@ -10,4 +10,7 @@
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<members>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
</members>
</class>

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@ -46,6 +46,7 @@
</method>
</methods>
<members>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
<member name="pose" type="StringName" setter="set_pose_name" getter="get_pose_name" default="&amp;&quot;default&quot;">
The name of the pose we're bound to. Which poses a tracker supports is not known during design time.
Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface].