<?xml version="1.0" encoding="UTF-8" ?> <class name="XRNode3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A spatial node that has its position automatically updated by the [XRServer]. </brief_description> <description> This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node. </description> <tutorials> </tutorials> <methods> <method name="get_has_tracking_data" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the [member tracker] has current tracking data for the [member pose] being tracked. </description> </method> <method name="get_is_active" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the [member tracker] has been registered and the [member pose] is being tracked. </description> </method> <method name="get_pose"> <return type="XRPose" /> <description> Returns the [XRPose] containing the current state of the pose being tracked. This gives access to additional properties of this pose. </description> </method> <method name="trigger_haptic_pulse"> <return type="void" /> <param index="0" name="action_name" type="String" /> <param index="1" name="frequency" type="float" /> <param index="2" name="amplitude" type="float" /> <param index="3" name="duration_sec" type="float" /> <param index="4" name="delay_sec" type="float" /> <description> Triggers a haptic pulse on a device associated with this interface. [param action_name] is the name of the action for this pulse. </description> </method> </methods> <members> <member name="pose" type="StringName" setter="set_pose_name" getter="get_pose_name" default="&"default""> The name of the pose we're bound to. Which poses a tracker supports is not known during design time. Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface]. </member> <member name="tracker" type="StringName" setter="set_tracker" getter="get_tracker" default="&"""> The name of the tracker we're bound to. Which trackers are available is not known during design time. Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface]. </member> </members> </class>