Minor spelling fixes in strings, comments and non-code files. (#1236)

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Christen Lofland
2025-08-04 19:19:57 -05:00
committed by GitHub
parent 48aaefbf12
commit bf4d1038d6
29 changed files with 52 additions and 52 deletions

View File

@@ -12,7 +12,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
## How does it work?
With modern VR equipment the user is able to move around a large playspace.
This is often refered to as roomscale VR.
This is often referred to as roomscale VR.
The position of the headset and controllers are tracked in reference to a fixed point within this playspace.
This is often a point on the ground at the center of the playspace mapped out by the user when setting up their guardian.

View File

@@ -51,7 +51,7 @@ For advanced gesture recognition you would still use this data however it is now
the physical means in which this data is obtained.
At the same time, in this school of thought the action map system is seen as the primary means to gain input
and is no longer restriced to input from controllers. The XR runtime is now responsible for recognising base
and is no longer restricted to input from controllers. The XR runtime is now responsible for recognising base
gestures such as pinching and pointing resulting in inputs that can be bound in the action map.
OpenXR is moving towards this approach and this demo has been build in accordance with this however not all runtimes have been updated yet.
@@ -67,7 +67,7 @@ For other runtimes like Picos, HTC, Varjos, Magic Leaps, etc. may or may not yet
### Conclusion
Due to the wildgrowth in capabilities in XR runtimes,
Due to the wild growth in capabilities in XR runtimes,
and there being no solid way to detect the full limitations of the platform you are currently on,
Godot XR Tools does not have support for the hand tracking API and purely relies on its own inferred hand positioning approach.
@@ -105,7 +105,7 @@ This split is applied because:
## (Half) body Tracking API
Just an honerable mention of this, this is not part of this demo but Godot now also has support
Just an honorable mention of this, this is not part of this demo but Godot now also has support
for half and full body tracking that includes hand tracking. This functionality however is only
available on a limited number of XR runtimes.

View File

@@ -12,7 +12,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
## How does it work?
With modern VR equipment the user is able to move around a large playspace.
This is often refered to as roomscale VR.
This is often referred to as roomscale VR.
The position of the headset and controllers are tracked in reference to a fixed point within this playspace.
This is often a point on the ground at the center of the playspace mapped out by the user when setting up their guardian.