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olsibob

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  1. Oh wow, moving to TS 3 and BabylonJS 3.3.0 made it work! I had been on TS 2.9.2 before.
  2. I don't have a GearVR to hand, so I don't have a sense of how similar they are (GearVR is described as "powered by Oculus" and it's also 3DoF). I'm very happy so far with how the Oculus Go controller works in babylonjs 3.3.0b4, it feels very close to the native controller UX on the device.
  3. Wow that was fast! Do you know if it's possible to try this out using npm? I thought I'd be able to do repo#commit: "dependencies": { "babylonjs": "git+https://github.com/BabylonJS/Babylon.js.git#685b8f0f4babca6fa1fef13f24991f5cafa107d8" But the new method doesn't seem to be included
  4. I'm able to pick sprites with Scene.pickSprite, but is there a way to pick them with scene.pickWithRay? PickWithRay only seems to return meshes (I've set isPickable to true on the sprites and confirmed that they're pickable with Scene.pickSprite). The use-case is, I'm trying to pick sprites with a 3DoF VR Controller, so I don't have a 2d pointerX and pointerY to work with, only the controller's forward ray. I'm thinking that my options are: a. Use Vector3.Project to try to unproject the pickedPoint of pickWithRay (I'm using a skybox, so the ray will always hit something), then p
  5. Definitely learning a lot! Thanks for your help with this
  6. Latest update: All my issues with the Oculus Go controller have been fixed by moving from babylonjs 3.2.0 to the latest beta 3.3.0b4. I no longer need to supply my own GLTF controller model, or mess around with the pivot point to reposition it. While googling, I found this PR which addresses the issue I was having above with the controller not being down by your right hand side and so on https://github.com/BabylonJS/Babylon.js/pull/4289/files , then realised it was merged in July, after the 3.2.0 release.
  7. Findings so far: 1. PickingInfo Sadly, pointerObservables don't work on the Oculus Go when in full VR mode (apparently other headsets do map the controllers to pointer events). However, you can get pickingInfo using the controller's forward ray, eg: vrHelper.onControllerMeshLoadedObservable.add(controller => { controller.onButtonStateChange((controlIndex, buttonIndex, button) => { const ray = controller.getForwardRay(48); const pickInfo = scene.pickWithRay(ray, mesh => { return !mesh.name.includes("laserPointer"); }); If you're sho
  8. Oh wait a minute I think I know what it is. Logging those MODEL_FILENAME that you posted, they all point to .babylon files. Maybe its the same issue I'm having on the .env thread of not being able to serve certain file types, and that long thin cylinder is a fallback.
  9. Yeah, scene.onPointerObservable definitely doesn't fire on the Oculus Go when you're in full VR mode (but does fire in browser mode). That annoying cylinder I see poking me in the eye can be turned off with controller.mesh.setEnabled(false) What's weird, is that when I go to the Fruit Ninja playground, that same controller mesh is an actual model of the controller (looks a bit different, maybe its a model of the GearVR), kind of like what you see elsewhere in the Oculus Go UX. How come the controller.mesh I see is just a long thin cylinder, but the one in the playground is an actual
  10. @brianzinn thanks for that, loads of things for me to try out there. On your first point, I do have scene.onPointerObservable set up, and it doesn't seem to be firing when in full VR mode (though it does when in "browser" mode, when you're looking at a virtual screen showing the web browser), I'll need to double-check that it isn't firing.
  11. 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:
  12. @Deltakosh sorry about that. I'm struggling actually to get npm/webpack to send babylon-max instead of the minified one. I upload the source and then the build happens on the server, so I can't just manually copy the max file across. edit: I think I've thought of a way to do this, I'll try again tomorrow.
  13. @Deltakosh sure, here's a version that falls down right away with the "cannot load cubemap" issue https://sky-explorer-birfeajogq.now.sh/ You can view the source here https://sky-explorer-birfeajogq.now.sh/_src
  14. If it is a mimetype issue though, how come I get a 200 network response for the .env file when I try loading it with assetManager.addBinaryFileTask?
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