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Correctly apply world_scale in WebXR (Godot 3.x) #71880

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merged 1 commit into from
Jan 26, 2023

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dsnopek
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@dsnopek dsnopek commented Jan 22, 2023

@Malcolmnixon pointed out to me that, currently, WebXR (in Godot 3.x) doesn't take the world_scale from ARVRServer 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 :-)

@dsnopek dsnopek added this to the 3.x milestone Jan 22, 2023
@dsnopek dsnopek requested a review from a team as a code owner January 22, 2023 20:48
@dsnopek dsnopek force-pushed the webxr-godot3-world-scale branch 3 times, most recently from cb61327 to 736a625 Compare January 22, 2023 21:41
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Verified using the https://github.com/Malcolmnixon/AliceMaze demo project that world-scaling now works as expected.

@dsnopek dsnopek changed the title [Draft] Correctly apply world_scale in WebXR Correctly apply world_scale in WebXR Jan 22, 2023
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dsnopek commented Jan 22, 2023

@Malcolmnixon Thanks so much for finding this issue and testing the fix!

@dsnopek dsnopek changed the title Correctly apply world_scale in WebXR Correctly apply world_scale in WebXR (Godot 3.x) Jan 22, 2023
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@BastiaanOlij BastiaanOlij left a comment

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Small detail on set_rw_position, other than that, this seems correct.

modules/webxr/webxr_interface_js.cpp Outdated Show resolved Hide resolved
@akien-mga akien-mga modified the milestones: 3.x, 3.6 Jan 23, 2023
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dsnopek commented Jan 24, 2023

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 world_scale so I've made a new PR for that as well:

#71948

@akien-mga akien-mga merged commit a8c829c into godotengine:3.x Jan 26, 2023
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Thanks!

@dsnopek dsnopek deleted the webxr-godot3-world-scale branch July 22, 2024 15:25
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4 participants