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Viewport2Din3D problem #562
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There are other use cases such as passthrough VR keyboards where you do want the keys to go through - perhaps this should be an option on the Viewport2Din3D. As a test could you see if the following change to viewport_2d_in_3d.gd solves your issue. If so we may want to consider adding a boolean "keyboard_input" property:
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@Malcolmnixon this seams to fix my issue and the pointer seams to still work |
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Nov 25, 2023
This PR fixes issue GodotVR#562 by allowing software control over whether keyboard or gamepad input is mapped into a Viewport2Din3D. Additionally this rejects all other types of input such as mouse, touch, gesture, screen-drag, etc.
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Nov 26, 2023
This PR fixes issue GodotVR#562 by allowing software control over whether keyboard or gamepad input is mapped into a Viewport2Din3D. Additionally this rejects all other types of input such as mouse, touch, gesture, screen-drag, etc.
Malcolmnixon
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Nov 26, 2023
This PR fixes issue #562 by allowing software control over whether keyboard or gamepad input is mapped into a Viewport2Din3D. Additionally this rejects all other types of input such as mouse, touch, gesture, screen-drag, etc.
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when you interact with Viewport2Din3D the keyboard events are still used in it...
it is bit problematic for this use case #463
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