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WebXR: Add support for hand tracking #88411
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Cool! But I'm going to take my reaction into the XR contributors channel because I think we need to change tack here :) |
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This is now rebuilt on top of PR #88639, and so will be marked as a draft until that PR is merged first. (BTW, |
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Not really an expert on webXR, code looks great and I trust you when you say it works :) |
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PR #88639 was just merged! 🚀 So, rebasing this one and taking out of draft again |
Thanks! |
For some reason, this PR didn't fail the CI checks, but once merged we got a JS linter failure: https://github.com/godotengine/godot/actions/runs/8025645968/job/21926705818
Edit: Oh, our logic doesn't expect any JS outside
Should probably grep for |
Eep! I'll make a PR to fix the linting issues in a moment. |
If you can include this, I think it should fix running the linter on PRs: diff --git a/.github/workflows/static_checks.yml b/.github/workflows/static_checks.yml
index e7ebd2fb64..cf8b0f4132 100644
--- a/.github/workflows/static_checks.yml
+++ b/.github/workflows/static_checks.yml
@@ -76,7 +76,7 @@ jobs:
- name: JavaScript style and documentation checks via ESLint and JSDoc
run: |
- if grep -q "platform/web" changed.txt || [ -z "$(cat changed.txt)" ]; then
+ if grep -q "\.js" changed.txt || [ -z "$(cat changed.txt)" ]; then
cd platform/web
npm ci
npm run lint |
Sure! Here's the new PR: #88740 And it does appear to be running eslint on CI :-) |
This adds support for hand tracking in WebXR!
It only gives direct access to the raw hand-tracking data, in a way that's similar toOpenXRInterface
. It doesn't add a node similar toOpenXRHand
to make animating a skeleton from hand tracking data easier - I'll address that in a follow up PR.UPDATE: This is now rebuilt on top of PR #88639, and so will be marked as a draft until that PR is merged first.It works in my testing on the Meta Quest 3!
Closes https://github.com/godotengine/internal-team-priorities/issues/38