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[4.3] XRNode - fix visibility issue #95835

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merged 1 commit into from
Aug 30, 2024

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BastiaanOlij
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This is an extract of a fix from #95153 for Godot 4.3

@BastiaanOlij BastiaanOlij requested a review from a team as a code owner August 20, 2024 01:44
@akien-mga akien-mga added this to the 4.3 milestone Aug 20, 2024
@AThousandShips AThousandShips changed the title XRNode - fix visibility issue [4.3] XRNode - fix visibility issue Aug 20, 2024
@dsnopek
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dsnopek commented Aug 22, 2024

There's two other little changes from #95153, that I'm not sure if we need here as well.

In openxr_hand_tracking_extension.cpp:

  • The godot_tracker->invalidate_pose("default"); added here, and
  • Moving godot_tracker->set_has_tracking_data(true); from here to here

I think those both could potentially have an effect on whether or not the node thinks it has data or not, in a couple of edge cases.

@BastiaanOlij
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Thanks @dsnopek ,

Made the changes you suggested, indeed will help. I also fixed the issue with the wrong bit being checked.

@BastiaanOlij BastiaanOlij requested a review from dsnopek August 29, 2024 01:56
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Looks great to me!

I just tested on Quest 3, and the visibility checks seem to be working correctly.

@akien-mga akien-mga merged commit d40fc50 into godotengine:4.3 Aug 30, 2024
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Thanks!

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3 participants