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Update api.json to Godot 3.3
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gdnative-bindings/api.json

Lines changed: 3179 additions & 306 deletions
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gdnative-bindings/docs/@GlobalScope.xml

Lines changed: 40 additions & 7 deletions
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@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="@GlobalScope" version="3.2">
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<class name="@GlobalScope" version="3.3">
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<brief_description>
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Global scope constants and variables.
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</brief_description>
@@ -30,9 +30,6 @@
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<member name="Geometry" type="Geometry" setter="" getter="">
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The [Geometry] singleton.
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</member>
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<member name="GodotSharp" type="GodotSharp" setter="" getter="">
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The [GodotSharp] singleton.
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</member>
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<member name="IP" type="IP" setter="" getter="">
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The [IP] singleton.
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</member>
@@ -988,7 +985,25 @@
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<constant name="JOY_BUTTON_15" value="15" enum="JoystickList">
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Gamepad button 15.
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</constant>
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<constant name="JOY_BUTTON_MAX" value="16" enum="JoystickList">
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<constant name="JOY_BUTTON_16" value="16" enum="JoystickList">
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Gamepad button 16.
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</constant>
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<constant name="JOY_BUTTON_17" value="17" enum="JoystickList">
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Gamepad button 17.
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</constant>
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<constant name="JOY_BUTTON_18" value="18" enum="JoystickList">
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Gamepad button 18.
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</constant>
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<constant name="JOY_BUTTON_19" value="19" enum="JoystickList">
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Gamepad button 19.
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</constant>
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<constant name="JOY_BUTTON_20" value="20" enum="JoystickList">
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Gamepad button 20.
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</constant>
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<constant name="JOY_BUTTON_21" value="21" enum="JoystickList">
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Gamepad button 21.
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</constant>
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<constant name="JOY_BUTTON_MAX" value="22" enum="JoystickList">
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Represents the maximum number of joystick buttons supported.
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</constant>
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<constant name="JOY_SONY_CIRCLE" value="1" enum="JoystickList">
@@ -1066,6 +1081,24 @@
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<constant name="JOY_DPAD_RIGHT" value="15" enum="JoystickList">
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Gamepad DPad right.
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</constant>
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<constant name="JOY_MISC1" value="16" enum="JoystickList">
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Gamepad SDL miscellaneous button.
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</constant>
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<constant name="JOY_PADDLE1" value="17" enum="JoystickList">
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Gamepad SDL paddle 1 button.
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</constant>
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<constant name="JOY_PADDLE2" value="18" enum="JoystickList">
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Gamepad SDL paddle 2 button.
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</constant>
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<constant name="JOY_PADDLE3" value="19" enum="JoystickList">
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Gamepad SDL paddle 3 button.
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</constant>
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<constant name="JOY_PADDLE4" value="20" enum="JoystickList">
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Gamepad SDL paddle 4 button.
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</constant>
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<constant name="JOY_TOUCHPAD" value="21" enum="JoystickList">
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Gamepad SDL touchpad button.
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</constant>
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<constant name="JOY_L" value="4" enum="JoystickList">
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Gamepad left Shoulder button.
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</constant>
@@ -1174,10 +1207,10 @@
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[codeblock]
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var err = method_that_returns_error()
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if err != OK:
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print("Failure!)
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print("Failure!")
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# Or, equivalent:
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if err:
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print("Still failing!)
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print("Still failing!")
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[/codeblock]
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</constant>
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<constant name="FAILED" value="1" enum="Error">

gdnative-bindings/docs/AABB.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AABB" version="3.2">
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<class name="AABB" version="3.3">
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<brief_description>
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Axis-Aligned Bounding Box.
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</brief_description>
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<description>
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AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
7+
[AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
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It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].
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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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<link title="Math tutorial index">https://docs.godotengine.org/en/3.3/tutorials/math/index.html</link>
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<link title="Vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html</link>
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</tutorials>
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<methods>
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<method name="AABB">
@@ -210,7 +214,7 @@
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Beginning corner. Typically has values lower than [member end].
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</member>
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<member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
213-
Size from [member position] to [member end]. Typically all components are positive.
217+
Size from [member position] to [member end]. Typically, all components are positive.
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If the size is negative, you can use [method abs] to fix it.
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</member>
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</members>

gdnative-bindings/docs/ARVRAnchor.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVRAnchor" inherits="Spatial" version="3.2">
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<class name="ARVRAnchor" inherits="Spatial" version="3.3">
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<brief_description>
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An anchor point in AR space.
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</brief_description>

gdnative-bindings/docs/ARVRCamera.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVRCamera" inherits="Camera" version="3.2">
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<class name="ARVRCamera" inherits="Camera" version="3.3">
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<brief_description>
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A camera node with a few overrules for AR/VR applied, such as location tracking.
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</brief_description>
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The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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</methods>

gdnative-bindings/docs/ARVRController.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVRController" inherits="Spatial" version="3.2">
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<class name="ARVRController" inherits="Spatial" version="3.3">
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<brief_description>
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A spatial node representing a spatially-tracked controller.
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</brief_description>
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The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
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</description>
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<tutorials>
12-
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_controller_name" qualifiers="const">

gdnative-bindings/docs/ARVRInterface.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVRInterface" inherits="Reference" version="3.2">
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<class name="ARVRInterface" inherits="Reference" version="3.3">
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<brief_description>
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Base class for an AR/VR interface implementation.
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</brief_description>
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Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_camera_feed_id">

gdnative-bindings/docs/ARVROrigin.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVROrigin" inherits="Spatial" version="3.2">
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<class name="ARVROrigin" inherits="Spatial" version="3.3">
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<brief_description>
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The origin point in AR/VR.
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</brief_description>
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For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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</methods>

gdnative-bindings/docs/ARVRPositionalTracker.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ARVRPositionalTracker" inherits="Object" version="3.2">
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<class name="ARVRPositionalTracker" inherits="Object" version="3.3">
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<brief_description>
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A tracked object.
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</brief_description>
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The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_hand" qualifiers="const">

gdnative-bindings/docs/ARVRServer.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2-
<class name="ARVRServer" inherits="Object" version="3.2">
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<class name="ARVRServer" inherits="Object" version="3.3">
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<brief_description>
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Server for AR and VR features.
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</brief_description>
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<description>
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The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
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</description>
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<tutorials>
10-
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="center_on_hmd">

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