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authorTypeChecked <camrenmumme@gmail.com>2023-12-30 14:07:40 -0500
committerRémi Verschelde <rverschelde@gmail.com>2024-09-11 18:18:26 +0200
commita8fc5e30a27ebdd252662368ec52bf90fc3c47f0 (patch)
tree4783283ab12315b8aa639a35922571113984edbe
parent4788f54d9767425bf5435b1cc940885d357795c5 (diff)
downloadredot-engine-a8fc5e30a27ebdd252662368ec52bf90fc3c47f0.tar.gz
Fix typo in XRInterface comment
-rw-r--r--servers/xr/xr_interface.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 7beec219bb..6b6a67a04c 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -44,7 +44,7 @@ struct BlitToScreen;
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
- If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
+ If the user wants to enable AR/VR, they can choose the interface they want to use and initialize it.
Note that we may make this into a fully instantiable class for GDExtension support.
*/