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Correctly apply world_scale in WebXR (Godot 3.x) #71880
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Verified using the https://github.com/Malcolmnixon/AliceMaze demo project that world-scaling now works as expected. |
@Malcolmnixon Thanks so much for finding this issue and testing the fix! |
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Small detail on set_rw_position
, other than that, this seems correct.
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Thanks @BastiaanOlij! The PR has been updated to address your feedback. It also turns out that the code in Godot 4 also wasn't correctly handling |
Thanks! |
@Malcolmnixon pointed out to me that, currently, WebXR (in Godot 3.x) doesn't take the
world_scale
fromARVRServer
into account. (In Godot 4.x, it does attempt to do so!)But, unfortunately, it isn't fully working with Malcolm's AliceMaze example which is why it's still a draft.UPDATE: It is now working with Malcolm's example! This is ready :-)