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Toggling in scenes in VR mode


oschakravarthi
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Hi,

 

In VR mode, I want to show a 3D GUI panel to the user when he clicks on a mesh. The user clicks on one of the buttons from that panel. Then the panel will be disappeared and the user will continue with his journey.

I have few questions and confusion here. 

 

1. Is using 3D Panel a right choice?

2. If the mesh the user clicks on is very close to the user, or the mesh is in a corner, there will not be much space for the 3D panel to be shown. other meshes in the scene will overlap with the 3D panel. Moreover, if a light is there in that position, the panel will get glare. 

    So, everything else in the scene should be invisible while the panel is visible. How can I achieve this?

Having panel in a different scene and toggling between these scenes is a good option?

How can I toggle scenes in VR mode? From a VR scene, When I switch to the other scene, the other scene should continue in VR mode only.

 

3. I am experiencing a weird behavior with 3D Panel in VR. The moment I instantiate a 3D panel or 3D manager, my scene is becoming very big. I mean,  assume that I am in a room. when I instantiate a 3D panel or 3D manager, the room becomes very big. I too become very big like a giant. My feet are 10 feet above the floor. Overall the entire environment is scaled 2 times.  Any clue?

 

Please guide me.

 

Thanks in advance.  

 

 

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I would not use a cylinder panel like you were, because it's too difficult to position when you are close to a wall. I would go with how the WinMR works and pop up a flat panel in front of the user, but away from walls/ground.  My preferences I don't want to affect your design - I am not a good designer just pointing out what may be easier.

1 hour ago, oschakravarthi said:

My feet are 10 feet above the floor. Overall the entire environment is scaled 2 times.

Every unit is 1 meter in VR.  Use that as a baseline everywhere.

Toggling scenes in VR mode - use asset container:
https://doc.babylonjs.com/how_to/how_to_use_assetcontainer

 

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On 10/3/2018 at 10:35 PM, brianzinn said:

I would not use a cylinder panel like you were, because it's too difficult to position when you are close to a wall. I would go with how the WinMR works and pop up a flat panel in front of the user, but away from walls/ground.  My preferences I don't want to affect your design - I am not a good designer just pointing out what may be easier.

Every unit is 1 meter in VR.  Use that as a baseline everywhere.

Toggling scenes in VR mode - use asset container:
https://doc.babylonjs.com/how_to/how_to_use_assetcontainer

 

Hi @brianzinn  and @trevordev , I have re-written all my stuff using asset containers. But facing some issues. 

I have modified an existing PG to reproduce the issue. Please have a look at this https://www.babylonjs-playground.com/#JA1ND3#100

You will understand the stuff.

Please help.

Thanks in advance. 

 

I would like to show some stuff which I implemented as per your suggestion. The files are attached. If possible, please have a quick scan

diwise.babylon.artifacts_explorer.max..js

diwise.babylon.host.max.js

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On 10/3/2018 at 10:35 PM, brianzinn said:

I would not use a cylinder panel like you were, because it's too difficult to position when you are close to a wall. I would go with how the WinMR works and pop up a flat panel in front of the user, but away from walls/ground.  My preferences I don't want to affect your design - I am not a good designer just pointing out what may be easier.

Every unit is 1 meter in VR.  Use that as a baseline everywhere.

Toggling scenes in VR mode - use asset container:
https://doc.babylonjs.com/how_to/how_to_use_assetcontainer

 

 

Hi, I have modified the PG https://www.babylonjs-playground.com/#JA1ND3#101

Please notice that when the when we switch to flat2009, it is hanging or coming out of VR. I am facing exactly the same issue 

On 10/3/2018 at 10:35 PM, brianzinn said:

 

 

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On 10/4/2018 at 1:00 AM, brianzinn said:

OK, you may want to look at grid container, if you go with 2D panel: https://doc.babylonjs.com/how_to/gui#grid

Hi @brianzinn and @trevordev

 

I switched to BABYLON.GUI.Grid and I have added few buttons and added click event handlers to them. These buttons became non-clickable. No ray is going from my controller.

How can I make it work?

Even I need to define ray selection and mesh selection predicates to pick these buttons. How can I do that?. Can I get access to the mesh used for each button?

 

Thanks in advance.  

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