HoloLite

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Everything posted by HoloLite

  1. I thought I was able to reproduce it yesterday, but today I no longer can So don't worry about this. I will marked this as solved. If I see it again, I will report it.
  2. @trevordev Thanks for the info! I will do this approach for now. Going forward, will babylon add this support or do I need to keep using the pep.js ?
  3. Will try tomorrow with chrome. This impacts only certain videos. I will create the repro pg.
  4. When running on firefox/supermedium, the sound of the VideoDome object that has been disposed can still be heard. So after calling dispose, the video is gone, which is good, but the sound is still there, which is not expected. Note: Edge does not have this issue. I don't know if this is the browser or bjs bug, but someone should probably take a look. thanks
  5. It's only running locally here unfortunately. I will try to create a PG that can repro this. Will let you know.
  6. I think he's right. So I did a little test by checking the navigator.getVRDisplays and this returns null, which means no webvr 1.1. The navigator.getVRDevices also returns null, which probably means this is even pre webvr 1.0 ?
  7. Fyi, I am able to repro this on my sample apps on the vive. This bug appears to be introduced in alphaB. It was working in alphaA
  8. Upon further check, webvr.info says the browser does not support webvr. It's weird aframe managed to get it working. Anyway, this thread is moot point now.
  9. I am getting this exception when I click the trigger button on the Firefox/Vive/Steam platform. Note that this works fine on same machine with Supermedium browser (Supermedium/Vive/Steam stack). And certainly runs fine with Edge/WinMR hmd. The impacted code snippet follows: this._vrHelper.onControllerMeshLoadedObservable.add((c: BABYLON.WebVRController, eventState: BABYLON.EventState) => { console.log('>>>> onControllerMeshLoadedObservable'); let controller = <BABYLON.WindowsMotionController>c; controller.onMenuButtonStateChangedObservable.add((eventData: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { this.menuButtonObserver(controller, eventState); }); controller.onTriggerButtonStateChangedObservable.add((eventData: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { this.triggerButtonObserver(controller, eventState); }); controller.onTouchpadValuesChangedObservable.add((stickValue: BABYLON.StickValues, eventState: BABYLON.EventState) => { this.touchpadValueObserver(stickValue, eventState); }); controller.onTouchpadButtonStateChangedObservable.add((gamepadButton: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { this.touchpadButtonObserver(gamepadButton, eventState); }); console.log('<<<< onControllerMeshLoadedObservable'); }); This is kinda bizarre as supermedium and firefox are supposed to be similar. Don't know if this is babylonjs issue or firefox issue, if anyone knows please let me know. And here is the console log errors on FireFox:
  10. This question is for @Deltakosh I am using the insider preview build of HoloLens (official build) and able to run the aframe samples webvr using Edge on the HoloLens. The babylonjs won't run though. Note that there is a newer version of build HoloLens (unofficial one) where one confirmed babylonjs can run fine. (Unfortunately I did not bring my HoloLens at the summit to receive the update). I guess my question is why is it that on this older build only aframe can run but not Babylon ? This older Edge certainly supports webvr. Although this is not webxr yet, it's pretty exciting to see webvr app can run on the HoloLens now.
  11. Just tried the babylon mansion site with firefox & supermedium on steam, and teleport works now. I guess the fix must've been uploaded there.
  12. We can get the best of both worlds if we have threejs to babylonjs transpiler. Hmm think about it for few minutes.
  13. Thanks for the heads up and Nice work! So it was bug after all. Which build will the fix be in?
  14. Well I am new to Vive so I can't say for sure if this is a bug or my controller setup issue. As far as I can tell I did configure and calibrate the vive controllers correctly. They work fine on vive home/portal and environments. They also work on some of the aframe scenes I tested. So let me know if you can repro this on your own env.
  15. Nice work! Thanks. Yeah the callback made sense. I just ran it and use the Builder 3d to view the generated gltf. Will this be in the next alpha?
  16. A few more data about this issue: - when I pressed the up button, the teleport circle always shows up on the location where I am standing, not the direction of where I point the controller to. - once in a blue moon I managed to get it working but only the first teleport worked. Then I am submerged under the ground and stuck in there, can't teleport no more. - it looks to me the ray is not intersecting the ground mesh correctly for some reason, therefore not getting the right pick info.
  17. Just tried the up button of the trackpad, no success though. I noticed that most of the time the circular tip of the ray is not even showing, which is kinda bad sign.
  18. Thanks for the tip. I will try it when I get to the office later. Just curious, why don't we use trigger to teleport as well ? This would create consistent controller buttons usage with WinMR or other vr platforms. You added the api in babylonjs to set the trigger to be used as either teleport or selection so I thought we can always overload the trigger behavior via the api. Plus I believe the steamvr home/portal also uses trigger for teleport.
  19. @kcoley, I've move things around in my git rep, so the scene url has changed and might break the PG in the near future. Here is the update PG with the correct scene url. http://www.babylonjs-playground.com/#I74IFH#5 I just tried the PG now, I don't see the error popup yet, but looks like the call is still throwing exception inside ? I don't see the 'conversion done' trace being logged on the console.
  20. Yes I did but did not even see the teleport circle. Sometimes the circle weirdly showed up and teleported me but not in the direction I told to. Fyi I can teleport fine in steam home. I am new to vive, hope this is not due to some silly settings mistake. Pinging my babylon hero @davrous.
  21. I just got my vive HMD - (btw installation is a real pain. How truly blessed are the winmr owners/users!) So navigating to Babylon mansion, sponza etc, I can't seem to make the teleport to work. I am using firefox. I tried the trigger and trackpad to no avail. Any ideas ? I am sure it's supported on firefox/vive/steam too right ? (Btw only rotating worked for me).