MobileVRInterface
Hereda: XRInterface < RefCounted < Object
Implementación de la RealidadVirtual(VR) móvil genérica.
Descripción
This is a generic mobile VR implementation where you need to provide details about the phone and HMD used. It does not rely on any existing framework. This is the most basic interface we have. For the best effect, you need a mobile phone with a gyroscope and accelerometer.
Note that even though there is no positional tracking, the camera will assume the headset is at a height of 1.85 meters. You can change this by setting eye_height.
You can initialize this interface as follows:
var interface = XRServer.find_interface("Native mobile")
if interface and interface.initialize():
get_viewport().use_xr = true
Note: For Android, ProjectSettings.input_devices/sensors/enable_accelerometer, ProjectSettings.input_devices/sensors/enable_gravity, ProjectSettings.input_devices/sensors/enable_gyroscope and ProjectSettings.input_devices/sensors/enable_magnetometer must be enabled.
Propiedades
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
xr_play_area_mode |
|
Descripciones de Propiedades
La distancia entre la pantalla y las lentes dentro del dispositivo en centímetros.
El ancho de la pantalla en centímetros.
The height at which the camera is placed in relation to the ground (i.e. XROrigin3D node).
La distancia interocular, también conocida como distancia interpupilar. La distancia entre las pupilas del ojo izquierdo y del derecho.
El factor k1 de la lente es una de las dos constantes que definen la fuerza de la lente utilizada e influye directamente en el efecto de distorsión de la lente.
El factor de lente k2, ver k1.
Rect2 offset_rect = Rect2(0, 0, 1, 1) 🔗
Set the offset rect relative to the area being rendered. A length of 1 represents the whole rendering area on that axis.
El ajuste de sobremuestreo. Debido a la distorsión de la lente, tenemos que renderizar nuestros búferes a una resolución más alta de la que la pantalla puede manejar nativamente. Un valor entre 1,5 y 2,0 a menudo proporciona buenos resultados pero a costa del rendimiento.
The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.
Note: Mobile and Forward+ renderers only. Requires Viewport.vrs_mode to be set to Viewport.VRS_XR.
The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is. This improves performance at the cost of quality.
Note: Mobile and Forward+ renderers only. Requires Viewport.vrs_mode to be set to Viewport.VRS_XR.