virtual-reality

Input not recognised from touchpad

血红的双手。 提交于 2019-12-11 16:49:49
问题 I am trying to extend this Roll-a-Ball tutorial to include a timer and allow the user to try again by tapping the touchpad whether they win or run out of time. This works as expected if the time runs out ( // case A below) but not if the player wins ( // case B below), where the tap does not seem to be recognised. The end message appears in both cases so it is definitely reaching those parts but I'm guessing that the program is not reaching the section with the comment // reset on tap but am

Use Gaze Input duration to select UI text in Google Cardboard

穿精又带淫゛_ 提交于 2019-12-11 11:59:52
问题 I have modified the Google Cardboard DemoScene with my own UI text buttons. By default, these buttons respond to Onclick() or tap events to trigger actions. I would like to trigger these actions when the user sets their gaze on the object for 2 seconds. I suspect I need to add some kind of conditional statement in the GazeInputModule but I can't figure out how to measure the time. Can anyone point me in the right direction? Is this the right approach or should I try something else? This is

Google Cardboard - how to face the same way when changing scenes?

浪子不回头ぞ 提交于 2019-12-11 06:07:54
问题 I'm creating a VR game, where if a user looks at a button, a scene will change. The problem is that if I load a new scene using SceneManager , the direction that the user is facing resets, making it the new forward. For example, I have a quit button located behind the user. If they look at it, a new scene will load, but the new "forward" will be behind them, causing them to have to completely turn around in order for their body to face forward again. I looked online and came across this post

How to handle mismatch between VR headset FOV and video stream FOV?

浪尽此生 提交于 2019-12-11 06:05:08
问题 This question is based on my previous question about the difference between ViewPort and FOV. I'm writing an application which receives 360-video and renders on screen. Assume my video stream contains some information about the dimension of FOV (part of the video frame to be displayed at an instance) for each eye. Do I need to render that FOV within the ViewPort of each eye? I saw that some VR headsets advertise about their FOV. So, I think sometimes the device FOV may be different than video

Access Oculus Go Controller via GamePad API in Oculus Browser?

霸气de小男生 提交于 2019-12-11 04:04:43
问题 I'm testing out a couple of my three.js apps in my new Oculus Go. I'm wondering if it's possible to access the controller just using the GamePad API that seems to be available today with the major browsers. Looking at the Oculus documentation, it seems like it can be done through the OVRManager that comes with Unity, or through UnReal Blueprints. But I'm trying to avoid another learning curve, as well as bulking up my apps if I can avoid it. As a newbie to VR, it seems the most favorable way

Daydream Non-VR Mode in Unity 5.4.2f-GVR13 [duplicate]

柔情痞子 提交于 2019-12-10 22:15:21
问题 This question already has an answer here : Enable/Disable VR from code (1 answer) Closed 2 years ago . last week I tried to integrate my Unity project to Daydream, the integration went fine. Now I am trying to seperate the first scenes (which include login process so I need the android soft-keyboard) from the rest of the application - I want the application to open like any android-non-vr application and to switch to VR mode only after the first two scenes. I read in some answer by Unity

Web Browser in Oculus Go VR application built with Unity

馋奶兔 提交于 2019-12-10 10:32:53
问题 I am currently trying to find a way for having a web browser in a VR application. Basically the goal is to open a page like https://stackoverflow.com in a panel and to have it scrollable through the oculus go controller. I already did some research on plugins for achieving this like this but none of them seems to work on the oculus go. 回答1: From what I could find, the best solution is this 3D browser plugin. It's not slow or buggy like the other options I tried and it just works by placing a

SKVideoNode (embedded in SKScene) as texture for for Scene Kit Node not working

戏子无情 提交于 2019-12-09 05:52:59
问题 I'm attempting to map a video as texture to a primitive cylinder for a VR project by using Scenekit: an SKVideoNode embedded in an SKScene as a texture for a SceneKit SCNTube object, and I just can't get video to display as a still image would. PLayground code below should generate moving video mapped to cylinder, but the mapping does not work: EDIT: ADDED SINGLE LINE AT END OF LISTING TO FIX. CODE BELOW SHOULD WORK import UIKit import SceneKit // for 3D mapping import SpriteKit // for

Aframe splashscreen if videopsphere loads

↘锁芯ラ 提交于 2019-12-08 12:11:20
问题 Hiho Community, i try to show a splashscreen if my videosphere loads. I use this code -> set a loading animation with a-frame for loading a splash before the scene and it works perfect, but i need to let my videos have the attribute preload so if i start them they need some time to load too and there should the splashscreen pops up again. Some ideas (maybe a second listener which says: show splashscreen if video loading)?. HTML: <body> <div id="splash"> <div class="loading"></div> </div> <a

How to embed a HTML page in webvr

帅比萌擦擦* 提交于 2019-12-08 07:05:05
问题 I have gone through the link "http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/", But I need not to add the texture instead I need that to be interactive like a webpage. So that i can go and play the inner pages also. 回答1: From the A-Frame FAQ: There is no direct way for the browser to display HTML or iframes within WebGL. While it is possible to overlay HTML elements or iframes on top of the canvas, they will not display in VR nor can it integrate with the