Jump to content

Search the Community

Showing results for tags 'oculusgo'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. I borrowed an Oculus Go from work, here are some first impressions/ questions. Overall I'm really impressed with the hardware. It's comfortable to wear, resolution and FPS seem fine to me. My only other VR headset experiences have been cardboard and a Samsung one (forget which it was), Oculus Go is better than either of those. As a dev device, I've not downloaded any SDK or looked at any dev doc, I just point the device's browser at http://<my laptop's IP address>:8080 and off I go (no JS console tho!) It's amazing how much the following one line of code gets you: const vrHelper = scene.createDefaultVRExperience({ createDeviceOrientationCamera: false }); it gives you a VR icon on the screen. When you tap it, Oculus Go launches into fullscreen VR. Looking around looks great, works seamlessly out the box. Worth noting that Oculus Go is a 3 DOF system, rather than 6 DoF. Meaning that it only tracks orientation of the headset (and the controller too? Need to double-check this), not its position. Where I have run into some difficulties is with the controller. I'm currently trying to implement so that the user can point at a mesh with the controller, and pull the trigger to select a point on that mesh. I'm going to list some of these in this thread. Bearing in mind I've only had the device for a few hours. If anyone has suggestions for these issues, would be great to hear. 1. getting PickingInfo So far I've only been able to get PickingInfo with vrHelper.onNewMeshPicked this only fires when the pointer first moves over the mesh, regardless of whether the user is pressing one of the buttons or not. The callback for picking up button changes controller.onButtonStateChange returns info about the button, but no pickInfo. I guess I need to call scene.Pick inside the button state change callback, haven't had time to try this yet. 2. customizing the controller mesh When you enable interactivity with vrHelper.enableInteractions(); The default mesh for the controller is a long, thin cylinder that stretches from where you're pointing, right up to your eyes. It's really in-your-face, and I haven't found a way to modify or disable it yet. This doesn't have any effect: vrHelper.displayGaze = false; And neither did trying to apply a custom mesh with controller[0].attachToMesh(mesh) I've got to be offline for a few hours now, but I'll keep experimenting. If anyone has questions, tips, please do post.
×
×
  • Create New...