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author | TypeChecked <camrenmumme@gmail.com> | 2023-12-30 14:07:40 -0500 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-09-11 18:18:26 +0200 |
commit | a8fc5e30a27ebdd252662368ec52bf90fc3c47f0 (patch) | |
tree | 4783283ab12315b8aa639a35922571113984edbe | |
parent | 4788f54d9767425bf5435b1cc940885d357795c5 (diff) | |
download | redot-engine-a8fc5e30a27ebdd252662368ec52bf90fc3c47f0.tar.gz |
Fix typo in XRInterface comment
-rw-r--r-- | servers/xr/xr_interface.h | 2 |
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. */ |