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Add fb-body-tracking-sample project #174

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merged 1 commit into from
Jul 1, 2024

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Moves the body tracking examples of the demo project into its own sample project.

This branch is based off of #173 to simplify the stripping-down of the demo project. This PR will be marked as a draft until the predecessor is merged.

@devloglogan devloglogan added documentation Improvements or additions to documentation enhancement New feature or request labels Jun 21, 2024
@devloglogan devloglogan added this to the 3.0.0 milestone Jun 21, 2024
Comment on lines 6 to 9
if xr_interface and xr_interface.initialize():
xr_interface.session_stopping.connect(self._on_session_stopping)
var vp: Viewport = get_viewport()
vp.use_xr = true
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We should align with the best practices when initializing XR; this provides additional guidance for users referencing those sample projects.

See https://docs.godotengine.org/en/latest/tutorials/xr/a_better_xr_start_script.html for reference.

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@m4gr3d after a talking about some of the startup script stuff with @dsnopek I'm opting for a slightly different approach to this than before. All of the samples now have the same start_xr.gd script that draw from the "Better XR Start Script" doc, and a sample's main.gd extends from that script (excluding this body tracking sample, which only uses start_xr.gd since no other code is needed). Now the sample-specific gdscript lives in a distinct place from the xr startup gdscript, which will make it easier to update these samples if that doc is changed in the future.

Let me know if you think this is still good!

@devloglogan devloglogan marked this pull request as ready for review July 1, 2024 19:52
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Opening this PR!

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Looks great!

@m4gr3d m4gr3d merged commit 9870f74 into GodotVR:master Jul 1, 2024
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