Table of Contents

Class XRPose

Namespace
Godot
Assembly
GodotSharp.dll

XR runtimes often identify multiple locations on devices such as controllers that are spatially tracked.

Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose.

public class XRPose : RefCounted, IDisposable
Inheritance
XRPose
Implements
Inherited Members

Constructors

XRPose()

public XRPose()

Properties

AngularVelocity

The angular velocity for this pose.

public Vector3 AngularVelocity { get; set; }

Property Value

Vector3

HasTrackingData

If true our tracking data is up to date. If false we're no longer receiving new tracking data and our state is whatever that last valid state was.

public bool HasTrackingData { get; set; }

Property Value

bool

LinearVelocity

The linear velocity of this pose.

public Vector3 LinearVelocity { get; set; }

Property Value

Vector3

Name

The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects XRInterfaces to implement:

- root defines a root location, often used for tracked objects that do not have further nodes.

- aim defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this.

- grip defines the location where the user grips the controller

- skeleton defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime.

public StringName Name { get; set; }

Property Value

StringName

TrackingConfidence

The tracking confidence for this pose, provides insight on how accurate the spatial positioning of this record is.

public XRPose.TrackingConfidenceEnum TrackingConfidence { get; set; }

Property Value

XRPose.TrackingConfidenceEnum

Transform

The transform containing the original and transform as reported by the XR runtime.

public Transform3D Transform { get; set; }

Property Value

Transform3D

Methods

GetAdjustedTransform()

Returns the Transform with world scale and our reference frame applied. This is the transform used to position XRNode3D objects.

public Transform3D GetAdjustedTransform()

Returns

Transform3D

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool