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XRNode - fix visibility issue
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@@ -225,6 +225,7 @@ void OpenXRHandTrackingExtension::on_process() {
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// not successful? then we do nothing.
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print_line("OpenXR: Failed to get tracking for hand", i, "[", OpenXRAPI::get_singleton()->get_error_string(result), "]");
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godot_tracker->set_has_tracking_data(false);
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godot_tracker->invalidate_pose("default");
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continue;
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}
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@@ -235,8 +236,6 @@ void OpenXRHandTrackingExtension::on_process() {
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}
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if (hand_trackers[i].locations.isActive) {
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godot_tracker->set_has_tracking_data(true);
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// SKELETON_RIG_HUMANOID bone adjustment. This rotation performs:
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// OpenXR Z+ -> Godot Humanoid Y- (Back along the bone)
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// OpenXR Y+ -> Godot Humanoid Z- (Out the back of the hand)
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@@ -293,7 +292,8 @@ void OpenXRHandTrackingExtension::on_process() {
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}
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godot_tracker->set_hand_tracking_source(source);
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if (location.locationFlags & XR_SPACE_LOCATION_POSITION_TRACKED_BIT) {
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if (location.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) {
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godot_tracker->set_has_tracking_data(true);
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godot_tracker->set_pose("default", transform, linear_velocity, angular_velocity);
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} else {
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godot_tracker->set_has_tracking_data(false);
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