davrous

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davrous last won the day on May 13

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  1. Otherwise, you've got the documentation: http://doc.babylonjs.com/overviews/webvr_camera, 2 videos we've made: - https://channel9.msdn.com/events/Build/2017/P4097 - https://channel9.msdn.com/events/Build/2017/T6987 And some samples: - loading a scene and switching to VR (with feature detection for fallback): http://playground.babylonjs.com/#YITJU9#2 - a relatively simple 3D scene using the same approach: http://playground.babylonjs.com/#ASDZLT#2 And as @Sebavan said, you need a user's interaction to render the scene in the headset (at least required by Chrome as far as I remember, not sure it's specified by the spec). Your feedback is interesting as I'm currently working on a tutorial on WebVR and Babylon.js. I'll integrate a very simple sample based on what you're suggesting. Thanks, David
  2. Hi, Only Chrome supports MIDI natively via JS today. So the only path would be to parse the MIDI file using a lib and try to simulate it. If you'd like to get the data from a MIDI instrument via the MIDI port, then it would be a Chrome only demo. David
  3. And here's another one on WebVR from //BUILD 2017 with @deltakosh this time: https://channel9.msdn.com/Events/Build/2017/T6987 ! David
  4. Hi beloved community! With @Meulta, we've done a //BUILD 2017 session on WebVR and Babylon.js (of course! ;)) that you can watch it: https://channel9.msdn.com/events/Build/2017/P4097 Feel free to share the love on social network by RT this tweet for instance: I hope you'll enjoy our content. David
  5. Hello, The sandbox has been made to load local files only, by drag'n'dropping all resources directly. Usually, when you're exporting a scene from Unity, Blender or 3DS Max, the URL to the textures are not absolute. Our loader is changing its behavior when we're detecting a "file://" moniker and try to load all the textures (or sound) from the drag'n'drop operation. If you really want to keep your file with the path to textures like that, please use the PlayGround and load your scene by code. David
  6. Hello @msny Can you please test this sample: http://playground.babylonjs.com/#ASDZLT#6 , click on the canvas and tell me if it works inside your Gear VR. Thanks, David
  7. Looks great but nothing happens when I'm clicking Start. I've tested in Chrome and Edge.
  8. Can you please use our playground to reproduce your issue? It will be much more efficient to collaborate. Thanks, David
  9. Yes the only option is Web workers
  10. Here another useful sample: http://www.babylonjs-playground.com/#9K6DC4#4 It shows how to select/interact with an element on Mobile Cardboard (or with a VR Headset without extended gamepads) using a "look at" approach. The flow: - Look at one of the cubes using the beautiful green sphere on the center of the screen - the cube immediatly changes to red and the text above it now displays "Red" (just to be sure ;)) - the green sphere is scaling indicating you're about to select an element (it could be an option in a menu or whatever) - once the green sphere has reached a specific threshold (scaling === 2 here), the cube turns blue (and the text above displays "blue") to indicate it has been definitely selected.
  11. Ping @JCPalmer. The property enablePhysics is not exported from Blender when some physics properties are affected to a mesh. We're checking for this property in our loader: https://github.com/BabylonJS/Babylon.js/blob/master/src/Loading/Plugins/babylon.babylonFileLoader.ts#L245 as well as the physics engine to enable (cannon or oimo). Do you think you could enable this exportation at the scene level from your great exporter? BTW, one small note on the type of camera exported, we now tend to prefer using by default the Universal camera rather than the free one as it embeds more available input options by default (it's basically a combinaison of Free + Touch + Gamepad). Thanks!!!
  12. Hello, The problem must come from somewhere else as .Load is immediately using .Append: https://github.com/BabylonJS/Babylon.js/blob/master/src/Loading/babylon.sceneLoader.ts#L243 I think it's more because the enablePhysics is not called during the loading process for some reasons. We need to check that. David
  13. Hello, We now have a complete WebVR 1.1 support and @RaananW has been working this week-end to support Gear VR via a fallback to WebVR 1.0 that still needs to be tested on a real device. David
  14. This is because we've switched last week to HTTPS everywhere. We need to update the downloader to do a https request instead a classic http request. Thanks for the headup!
  15. Ah you're right. I've added a GUID after the .manifest URL to avoid that but didn't think about the .babylon file itself.