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Found 2 results

  1. 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.position) vector every second. If you move the camera looking direction with your mouse, you'll see that the "looking vector" changes in the console. Now the same code, but with a WebVR camera (HTC Vive): https://www.babylonjs-playground.com/#7DYN70#10 In the console, the "looking vector" is always the same, regardless of what I'm seeing in the HTC Vive headset. As always, thanks for your help!
  2. Hello I have submit a question in the Questions & Answers sections: But I my problem is not in decode but in the BABYLON.JS Resume: The control works but the problem is that the camera/hero doesn't go straight forward all the time. Example if at start I point at the Box at the top left if and only press 'W' it goes straight to the Box, but if I for example go straight 'W' for 1-5 seconds and then point at the Box and press 'W' the camera/hero doesn't go straight to the BOX, it goes sides ways. Can anyone please check this out ?
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