@webxr-input-profiles/assets
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Comparing version 1.0.5 to 1.0.6
@@ -13,3 +13,3 @@ { | ||
"gamepadIndices": { | ||
"button": 2, | ||
"button": 0, | ||
"xAxis": 0, | ||
@@ -103,3 +103,3 @@ "yAxis": 1 | ||
"gamepadIndices": { | ||
"button": 2, | ||
"button": 0, | ||
"xAxis": 0, | ||
@@ -193,3 +193,3 @@ "yAxis": 1 | ||
"gamepadIndices": { | ||
"button": 2, | ||
"button": 0, | ||
"xAxis": 0, | ||
@@ -196,0 +196,0 @@ "yAxis": 1 |
@@ -5,2 +5,5 @@ { | ||
}, | ||
"generic-hand": { | ||
"path": "generic-hand/profile.json" | ||
}, | ||
"generic-touchpad": { | ||
@@ -7,0 +10,0 @@ "path": "generic-touchpad/profile.json" |
{ | ||
"name": "@webxr-input-profiles/assets", | ||
"version": "1.0.5", | ||
"version": "1.0.6", | ||
"description": "assets", | ||
@@ -5,0 +5,0 @@ "main": "dist/profilesList.json", |
@@ -14,3 +14,3 @@ # WebXR Input Profiles - Assets | ||
### Adding an asset | ||
New assets must match a profile a profiles id in the [registry](../registry) package. To add an asset, save a JSON file that conforms with the [schema](#schema) in `./profiles/[profile id]/`. In the same `./profiles/[profile id]/` folder, place the `.glb` files for each supported handedness. The package must [build](#development) successfully before submitting a pull request. | ||
New assets must match a profile id in the [registry](../registry) package. To add an asset, save a JSON file that conforms with the [schema](#schema) in `./profiles/[profile id]/`. In the same `./profiles/[profile id]/` folder, place the `.glb` files for each supported handedness. The package must [build](#development) successfully before submitting a pull request. | ||
@@ -118,3 +118,3 @@ For more details read our tutorial on **[Preparing a WebXR input profile asset with Blender](./tutorial/README.md)** | ||
### Visual responses | ||
The visual representation of a motion controller in a VR must respond to reflect its physical state in the real-world. For example, when a physical thumbstick is moved to the left, the virtual thumbstick should also move to the left. The `visualResponses` object contains descriptions of all visual changes that will be applied when the associated controller component is interacted with. | ||
The visual representation of a motion controller in VR must respond to reflect its physical state in the real-world. For example, when a physical thumbstick is moved to the left, the virtual thumbstick should also move to the left. The `visualResponses` object contains descriptions of all visual changes that will be applied when the associated controller component is interacted with. | ||
@@ -121,0 +121,0 @@ The `visualResponses` object contains children that each uniquely describe a single visual response to be applied to the asset and the key name should reflect that purpose. The children of `visualResponses` may be null, in which case the key name must match a default visual reponse to be removed from the generate profile. When non-null, the object contain `componentProperty`, `states`, and `valueNodeProperty` children. |
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