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  1. Btw, upon looking at my codes deeper, those references are not critical and I could safely remove them. I am guessing though that there are some changes in the action manager and shadow in bjs. Right?
  2. Hello, After updating from alpha9 to 11, I noticed the following API changes in bjs on: action manager shadow generators. Here are the compile errors: ERROR in ClientApp/app/VkCore/Vk.ts(414,38): error TS2551: Property '_actionManagers' does not exist on type 'Scene'. Did you mean 'actionManager'? ClientApp/app/VkCore/Vk.ts(704,20): error TS2551: Property '_actionManagers' does not exist on type 'Scene'. Did you mean 'actionManager'? ClientApp/app/scenes/CityExplorer.ts(691,192): error TS2339: Property 'shadowGenerators' does not exist on type 'AssetContainer'.
  3. Hey Mackey, just to make sure I understand the question, are you referring to handling the select or trigger button event? In other words, how to hookup your callback for this event? So that when user select a mesh and click on it, your callback is getting called? Or are talking about something advanced here?
  4. It seems like there are problems with recent bjs build with regard to Go support. Qs for you: Which version of bjs are you using? Does the controller mesh actually show up on the scene?
  5. Btw, just curious, which VR headset are you using to run this?
  6. Well you are referring to the bottom-right small VR button right? When you click the button, you will enter the VR mode where the scene starts rendering inside the VR headset, by then the button will disappear. This is expected behavior. You can programmatically call bjs api to exit the VR to go back to the browser mode again.
  7. Ah yes, sorry for my misunderstanding That would be awesome!
  8. Hey Mackey, good to hear from you again Well there are problems with plugin: - non standard, breaking cross browser compatibility, security issues etc. In the end, people won't use it. Remember silverlight? Not to mention the hassles of installing the plug in, which is against the spirit of webapp app development. I have high hopes for webassembly!
  9. I would consider a full VR device as one with 6DOF for both the headset and controllers.The standalone Go/GearVR is only 3dof, but it is still very important vr device imo because of its low price which makes it more available to the public. Since you have lots of experience in 3d web, moving to webvr should be easy imo. You probably need to learn only a few concepts to get started: VR platform specific controllers handlers/callback Babylonjs already provides abstractions for this. Afaik, the standard libs are sufficient. As each controller has its own unique buttons etc,
  10. It is great to have an accomplished toolkit dev like you to start focusing on webvr! AFAIK most folks on this forum are html5 games devs, the webvr devs are not many. I want to see more getting into babylonjs vr. This will be awesome. Yeah the beauty of webvr is you develop once for all different vr headsets. WebVR api and BabylonJS layer take care of the platform details for you. Usually the only platform specific stuff that your webvr apps need to worry is the controller event callbacks. I think bjs will move into webxr in the near future as well, by then we can develop apps for
  11. I am also still learning this stuff. Here are a few pointers to get you started. https://doc.babylonjs.com/how_to/webvr_helper Excellent articles by DavRous https://www.davrous.com/2017/12/22/babylon-js-vrexperiencehelper-create-fully-interactive-webvr-apps-in-2-lines-of-code/ https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/
  12. @MackeyK24 Hey! I thought this was the very idea of webvr itself! No plugin, no install, no store! You only need to run the oculus browser that comes with gear vr and oculus go and point to your website where you host your webvr app. Check this sample app: https://hololite.github.io/CityExplorer/?speed=10 It runs at ~30 fps on the Go or Gear. Decent but can be improved imo.
  13. @brianzinn welcome back :) Well, someone has fixed it (I believe deltakosh), now the controller is showing up - although the mesh is not the precise same one used by Go. I am still having troubles with the Go event handler. Seems like I am not getting the callback.
  14. Thanks for the correction. In the past, the alpha builds are also listed in the bjs npm home page, I guess this has changed. From now I will be looking at the version tab. And looks like alpha.6 is out too.
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