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  1. Verge3D is an artist-friendly framework for creating HTML5 and WebGL games. Starting from this pre-release you can use it to create AR & VR games as well. Check out the following demo: https://bit.ly/2CuURKF This simple animated experience should work in Google Cardboard/Daydream, Samsung Gear VR, Oculus Rift/Go, HTC Vive/VivePort, PlayStation VR and Windows Mixed Reality headsets. More info here: https://bit.ly/2BzOyE8
  2. Hello everybody, I'm looking fore some advice using a PS4 (DS4) Contoller for mobiles. So far I've found at least one PLAYGROUND where the camera zoom is responding to my Controller keys. But I have no idea which type of WebVRController is instantiated and how the key-mapping happens (I'm not fit in debugging mobile applications) . Maybe there is one specific WebVRController already implemented or is the Generic type the right one? Does someone have experience with this topic? My hardware conection: Dualshock controller (DS4) paired with an android mobile. Thanks in advance
  3. Hello. I've a scene in which I use ArcRotateCamera and also VR is enabled using VRExperienceHelper. The problem is that, when the user enters to VR, VR camera is not looking at the same position that is looking Non-VR Camera and also is further. I've tried to handle onEnteringVR event,but I'm not able to make it work. I've prepared to simple examples to illustrate the problem. In this sample, without moving/rotation the camera, if the user enters in VR, is looking to the sphere, which is OK, but it is further from the sphere, which is not OK. However, in this sample,
  4. Hi there! I've created a detailed tutorial on how to create a full cross-platforms WebGL game (using Babylon.js of course) from mobile touch devices, to desktop up to VR! https://www.davrous.com/2018/08/14/using-webgl-and-pwa-to-build-an-adaptative-game-for-touch-mouse-and-vr-devices/ I've tried to create small samples for each section often pointing to the playground to explain you how to do each part. I hope it will help people discovering some Babylon.js principles and will also generate some forks to create other fun 3d experiences! At last, I'm explaining how t
  5. 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:
  6. Hi there, Now I have a basic webVR demo from PG, when I enter into VR mode, there always be round frames/corners (below pic in red circle )at each view. Is there a way to remove them, and make the view on both side in full screen? Thanks!
  7. Hi, I am creating WebVR app with Babylon.js (using Firefox, SteamVR and HTC Vive). Can I somehow start VR without users initial click. When i create WebVRFreeCamera: const camera = new BABYLON.WebVRFreeCamera("camera", BABYLON.Vector3.Zero(), scene); I can start VR with: scene.onPointerDown = function () { camera.attachControl(document.getElementById('scene'), true); }; or scene.onPointerDown = function () { camera.getEngine().enableVR(); }; but when i do it without onPointerDown callback it does not work: const camera = new BABYLON.WebVRFreeCamer
  8. I have a car moving based on some custom inputs. I want to put WebVRCamera in the driver's position, so they can look around using their headset. I have tried several ways to attach it to my car with no success: helper.webVRCamera.parent = content.headContainer seems to have no effect. helper.webVRCamera.position = content.boardFloor.position and helper.webVRCamera.rotation = content.boardFloor.rotation is messing up when the car rotates
  9. When we enter into VR mode (using the defaultVRExperience), the VR camera is at the same position as the desktop view camera. So, if a user played with the default Universal Camera before entering into VR, (s)he would begin somewhere in the air. To fix this, I added an `onEnteringVRObservable` that changes the position of the WebVR camera, but that didn't seem to work (https://playground.babylonjs.com/#VTUSD6). How can I make the user start from the ground (a fixed point on the ground will also work)?
  10. We have a scene with around ~100 meshes (ranging from simple planes/cubes to ones with ~10,000 tris). The scene renders quite well in VR. However, when we move closer to a mesh, the frame rate drops. This effect can be reproduced on a simple scene like this one: https://playground.babylonjs.com/#p5nkvt (moving very close to any of the spheres causes the frame drop). We're using the default VR experience and the engine configuration is the same as the one in the playground. Is this a known effect? If yes, it would be great to know the possible cause and fix. Our system configuration
  11. Dear Community, On my desktop computer the webVR quality is good. But on my phone (galaxy s8) everything looks like as if the engine was rendering at maximum half the resolution and then scaling the image up. This is also the case with the playground webvr example. This concerns all browsers I tested ( by the way: only the Samsung Internet App has no issues weirdly enough ) Other examples from the web with native webVR don't have this problem and look great on the phone. Is there something I can do about this? Thanks and cheers, Patrick
  12. I've been testing the babylonjs on the windows mixed reality platform with Edge browser. It's relatively stable except for various vr-related bugs that I reported , but the excellent bjs team has been on top of things very timely. My question for other users on this forum is how is babylonjs running on VR platforms? Specifically vive and rift. What I am looking for are: 1. stability: crashes, hangs, etc 2. performance: aliasing issues, frames-per-sec, etc. 3. webvr/webgl conformance: all babylonjs demo running ok ? any quirkiness where some apps don't run on certain platforms? did y
  13. Hi guys! We've done a cool & fun video on how to create a full WebVR experience using 2 lines of Babylon.js: Feel free to relay it on social networks David
  14. This is a weird problem but at least I am able to repro it consistently. Here is the playground: https://playground.babylonjs.com/#VW5SKD#3 Initially the teleport is disabled (commented out at line 11), try to view the scene inside vr headset, and the view is ok, no jagged lines. Now edit line 11 to remove the comment (to enable teleport), hit the Run button and view it again, now you will see the jagged lines noticeably. Btw, I am using WinMR vr. Don't know if this is impacting others like vive or rift.
  15. I have a test app with 2 sessions which I can switch back and forth by clicking a button (thanks to the new UI). The rendering of both sessions works as expected in the browser (non-vr), but not quite when I go into the vr mode. When viewing in vr headset (using wmr odyssey), I am seeing double vision when switching session. I am guessing this has something to do with VRExperienceHelper which is created per scene object (via Scene.CreateDefaultVRExperience()). Probably it's not safe to create more than one instances of the vr helper object ? But then what should you do whe
  16. Hello, Just before my vacation, I've written this tutorial on how to create VR experiences using the VRExperienceHelper : You will even learn how to build a WebVR scene using Paint3D! Enjoy, David
  17. Hello, I am trying to rotate or change the orientation of the web vr camera programmatically. I am using the WinMR controllers. The base codes are from the sponza/mansion teleportation where we can change the camera position. I wonder if it's possible to change the camera orientation using thumbstick as well (like teleportation in the cliff house). Setting the camera's rotation (x, y, z) does not seem to make any impact. There has to be a way right ? Please help. Thanks
  18. I've used camera.getTarget() to advance a character forward, as described here: It's worked well with a FreeCamera, but I can't get it to work with the WebVR camera. camera.getTarget().subtract(camera.position) always returns the same vector regardless of what I'm looking at through the VR headset. It was a bit tricky to demonstrate in the playground, but I managed: https://www.babylonjs-playground.com/#7DYN70#11 That demo starts with a FreeCamera attached to the canvas. Open up the JavaScript console, and you'll see that it's logging the camera.getTarget().subtract(camera.pos
  19. I recently got my hands on an HTC Vive, and I can't even express how excited I am about this technology! Babylon.js works well with the device too. I'm just thrilled! I have run into what I think might be a bug, though. When I load a .babylon file that I exported from Blender and try to hook in a WebVR camera, the controllers don't show up. I can't figure out how to open up an external .babylon file in the Playground, unfortunately, but here's my code: function makeWebVRCamera(scene, position) { var metrics = BABYLON.VRCameraMetrics.GetDefault(); var camera = new BABYLON.WebVR
  20. Hello, I'm having fun while writing our next big tutorial on building WebVR scene with Babylon v3. Here's a preview of what I'm working on. The Mansion scene is really a great experience in VR! You can use the VR controllers to teleport, it sends a yellow ray by default. If the ray turns blue, it means you're pointing to an actionable item (using our Action Manager). Pressing the VR controller button will run the action on it, most of the time an animation + sound like in the regular version of Mansion: http://www.babylonjs.com/demos/mansion Enjoy! Da
  21. Hi, I’ve just finished a big tutorial explaining why and how to build a cross-platforms VR experience using WebVR and Babylon.js: https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/ It contains a lot of samples to: - Create a scene running on smartphone using the Device Orientation fallback, on Mixed Reality headset in Edge and Oculus Rift / HTC Vive in Firefox / Chromium using WebVR. - Show how to teleport either using the gamepad and a gaze approach or using a VR controllers if available (will be our case by
  22. Hey there! Sorry if my question is noobish. Are there any good examples for Babylon.js + VR ? Looked at examples of official engine's site, they're great, but there's no example about vr (or I haven't found it yet). Could you recommend something, guys?
  23. Hi, can someone give me some advice how to use a sony headset in conjunction with babylon.js and browser on pc side? Are there any projects outside? Is it in general possible to config a camera to bring the right output format? How can the controller configured to give the right input (Keyboard mapping)? Or should I forget the idea adapting a sony VR system to babylon.js? Thanks in advance for some hints, greetings to all
  24. In the process of building something with ThreeJS. When trying to find stock models for us with our WebVR project, most of them (especially office or apartment interior models - obj files) seem to be really huge and we do not want to use them for this web project. But, BabylonJS seems to have some demos which are rather rich, yet the model sizes are under 15MB mostly. Like this one for instance - http://www.babylonjs.com/demos/retail/ Absolute Newbie to webGL and 3D modeling in general. If we want an apartment or office interior model, and we want to optimize for file download size f
  25. 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
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