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About devAxeon

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  1. Hi @Don Desmond Take a look at https://cordova.apache.org/ There's a lot of tutorials on the web
  2. That works perfectly !! Thank you so much for your help @trevordev !!
  3. Great !! Thank you very much @trevordev !! Just one last question: do you have any idea why this doesn't work without a headset (eg: chrome)? I would like to make it work with google cardbords, but I don't know why it doesn't have the same behavior...
  4. @trevordev Thanks for those explanations ! Here's what I tried next, but I'm missing something, dunno what... https://www.babylonjs-playground.com/#Q1VRX3#3 onEnteredVR event could help in some cases yep !! Btw, good "luck" for the the webXR implementation, can't wait to test it !!
  5. Hi ! I'm looking for a sight that is not following the scene's geometry like the gaze tracker mesh. So I tried to create a plane with a texture, child of the VR camera, that is at the center and in front of this camera. Here's what I've tried: https://www.babylonjs-playground.com/#Q1VRX3#2 But it isn't always in the center, or doesn't work without a headset connected (like for google cardboard). Furthermore, It would be nice if we can have the good scene.activeCamera on the 'onEnteringVR' event Thank you so much for your help !!
  6. Hi @KerwinK, First, you should try to install a web server and launch your html file on it. Take a look at wamp, xampp or easyphp. Then you will be able to load your file with relavive path (ex: model="./assets/part2.gbl").
  7. @trevordev Sorry I did not understand your message 😕 But I made you a diagram explaining the situation: The gray arrow is what is happening now, What would be needed is represented by the green arrow (the same vector as the black one but relative to the current camera).
  8. I don't know if that make sense but here's what you're looking for: http://doc.babylonjs.com/api/classes/babylon.mesh#getfacetlocalnormals
  9. Hi @trevordev !! Thank you for the fix ! It works very well with the HTC Vive headset, but controllers follow the headset's moves. So the camera position is frozen, but the controllers meshes get away on moving and the don't respect the "real distance". I think it's because the controllers translation is not well removed according to the issue checklist.. I've tried to capture a video where you can see the difference between the controller position in the scene and in the vive's menu, but it's seems impossible so I let you test it if you can...
  10. Hi, I would like to prevent the headset from changing the position of the camera, and keep only the device's rotation. Did I miss something ? Here's a PG of what I've tried: https://www.babylonjs-playground.com/#9RCQVW Tested on Firefox + HTC Vive. Thanks !!
  11. Ok my bad, thank you @trevordev !!
  12. Hi, Just found this bug: an error broke the scene if we try to clone a mesh when we are in VR mode. Here's a PG: https://www.babylonjs-playground.com/#K7YG35 Thanks !!
  13. Hi, Not sure if it's a bug (rather an observation), but when I'm using BABYLON.DefaultRenderingPipeline(), it remove cameras from the given array. I think the function should make a copy of the given array, because if I give scene.cameras, the function remove cameras from the scene. Here's the PG: https://www.babylonjs-playground.com/#KZZ4TI#1 Thank you !!
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