ABTOMAT Posted October 31, 2016 Share Posted October 31, 2016 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? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 31, 2016 Share Posted October 31, 2016 Hello we support both WebVR(Occulus, HTC vive) and device orientation (GearVR) One great example here: http://www.makemarshome.com/recruitment/assessments/rover?vr Another one: http://david.blob.core.windows.net/babylonjs/SponzaVR/index.html Quote Link to comment Share on other sites More sharing options...
ABTOMAT Posted November 1, 2016 Author Share Posted November 1, 2016 Wow they're really nice, thanks! But they have a critical bug (at least on my Samsung SM 900 with latest Chrome): when I turn phone into a portrait mode, VR also gets "portraited". This is really critical, because VR glasses can get any rotation. Can this be fixed? Are there any examples which don't have such bug? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 1, 2016 Share Posted November 1, 2016 just lock your phone rotation we cannot control that in the web browser Quote Link to comment Share on other sites More sharing options...
ABTOMAT Posted November 1, 2016 Author Share Posted November 1, 2016 If I lock my rotation, (at least on Android) it locks in portrait mode, which totally prevents me from playing. Also on Playcanvas they've made something to lock it (because on my phone it doesn't rotate screen if I turn it): https://goo.gl/yBsv9g Maybe there is still a way to reach this on Babylonjs? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 2, 2016 Share Posted November 2, 2016 Yep correct, you can do it on your javascript code: https://developer.mozilla.org/en-US/docs/Web/API/Screen/lockOrientation Quote Link to comment Share on other sites More sharing options...
pindiespace Posted November 17, 2016 Share Posted November 17, 2016 There's some sort of loop in the current mars simulation that prevents me from reaching the VR scene with my Vive. What is needed is a basic simulation - just some cubes or other primitives via Babylon that seamlessly go into VR with Vive and oculus. Quote Link to comment Share on other sites More sharing options...
RaananW Posted November 17, 2016 Share Posted November 17, 2016 The vive is not supported on the mars scene just yes (no WebVR camera is integrated in the project). It is at the moment only for Device orientation cameras (your cell phone basically). Here is a very basic simulation: http://raananweber.com/orientation/webvr Quote Link to comment Share on other sites More sharing options...
re_evolutn Posted November 17, 2016 Share Posted November 17, 2016 Just wanted to add that I'm currently building a VR Web App with Babylon and have found that setting compensateDistortion to false gives quite a massive performance bump. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 18, 2016 Share Posted November 18, 2016 which is expected as you remove a fullscreen postprocess Quote Link to comment Share on other sites More sharing options...
trusktr Posted July 11, 2017 Share Posted July 11, 2017 The best solution is for library authors (f.e. you Deltakosh) to implement this functionality. App devs can do it too, but I think when someone uses libraries similar to Babylon, they usually intend to make the entire app with that library or framework, so it is nice when such a library provides options. It would be great to turn this on/off in Babylon for example. Quote Link to comment Share on other sites More sharing options...
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