- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
17 lines
1.1 KiB
XML
17 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="XRCamera3D" inherits="Camera3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A camera node which automatically positions itself based on XR tracking data.
|
|
</brief_description>
|
|
<description>
|
|
A camera node which automatically positions itself based on XR tracking data.
|
|
In contrast to [XRController3D], the render thread has access to more up-to-date tracking data, and the location of the [XRCamera3D] node can lag a few milliseconds behind what is used for rendering.
|
|
[b]Note:[/b] If [member Viewport.use_xr] is [code]true[/code], most of the camera properties are overridden by the active [XRInterface]. The only properties that can be trusted are the near and far planes.
|
|
</description>
|
|
<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>
|