HoloLite Posted December 1, 2017 Share Posted December 1, 2017 I heard it will be sometime in Dec, just checking to see how things are going. Any ETA for the release ? Really look forward to new VR functionalities/support like teleport, gaze etc. Quote Link to comment Share on other sites More sharing options...
Gijs Posted December 1, 2017 Share Posted December 1, 2017 What I know is early December, but not before the 5th HoloLite 1 Quote Link to comment Share on other sites More sharing options...
davrous Posted December 1, 2017 Share Posted December 1, 2017 It's planned in less than 2 weeks. In the meantime, you can already start to play with the latest VR features. I've finished them today. We still need to test/debug them more and write the doc but it should start to work well. Some samples I've built to validate my use cases : - GUI interactions: https://www.babylonjs-playground.com/#RVZ28K%237 Mansion VR : http://playground.babylonjs.com/#JA1ND3#15 You can teleport / rotate in this demo using the very same way as in the Mixed Reality Portal / Cliff House. When you point on interactive elements, it will change the size of the gaze, its color and the color of the laser pointer to indicate this is an actionable item. Active it using the trigger. You’ve got 3D spatial sounds Knowing which mesh is currently selected with onNewMeshSelected : http://playground.babylonjs.com/#JA1ND3#7 By default it returns all meshes, you can add your own filtering logic with meshSelectionPredicate : http://playground.babylonjs.com/#JA1ND3#12 In this sample, it will log only the red flags if you’re looking/pointing at it Enjoy MarianG and JackFalcon 2 Quote Link to comment Share on other sites More sharing options...
davrous Posted December 1, 2017 Share Posted December 1, 2017 Use the main button (grab button on WMR controllers) to activate / desactivate the laser pointer on each controller and use the trigger to launch an action on a mesh or simulate pointerDown / up. Everything work also using only a gamepad : gaze to select a mesh and button A to trigger an action / pointerDown, look on the floor and push the left stick forward to select teleport and release to be teleported. I've tried to mimic as much as possible the CliffHouse experience. HoloLite 1 Quote Link to comment Share on other sites More sharing options...
HoloLite Posted December 2, 2017 Author Share Posted December 2, 2017 Thanks @davrous ! I will try out the links above. I did try it earlier today on the sponza demo with teleport codes, it looked pretty good and stable so far. Btw, do you support controllers for the Samsung Gear VR ? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 2, 2017 Share Posted December 2, 2017 Should be around the 16th so far (but might move if the house burns during @Deltakosh vacation) ;-) HoloLite and davrous 1 1 Quote Link to comment Share on other sites More sharing options...
HoloLite Posted December 2, 2017 Author Share Posted December 2, 2017 @davrous Just tried the teleportation again. Overall works pretty well. One observation: during rotation the position sometimes got shifted a bit which is not expected. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 2, 2017 Share Posted December 2, 2017 Yup, known issue we ll probably only address in 3.2 for perf reason :-( davrous and HoloLite 1 1 Quote Link to comment Share on other sites More sharing options...
davrous Posted December 2, 2017 Share Posted December 2, 2017 Unfortunately, I didn't have the time for the GearVR controller. I will add it for 3.2. But most of the logic is there to support it. brianzinn and HoloLite 2 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 4, 2017 Share Posted December 4, 2017 On 12/1/2017 at 2:26 PM, davrous said: By default it returns all meshes, you can add your own filtering logic with meshSelectionPredicate *all* is actually a single mesh (it does not look like a multipick on the ray cast) - the documentation will need to be helpful here. Also, this raycast includes any invisible or unpickable meshes in front of the gaze, of which the first will be picked, so it does not work the same by default as ray casting:https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L4068 I spent some time confused why my meshes weren't being selected as they were "blocked" by an unpickable! As it is now, it does not feel to me as intuitive or consistent as it could be in that use case I am only voicing here to make sure this is intentional as the backwards compatibility can make that awkward to change afterwards. Really appreciate all your hard work here - it is a fantastic feature - by far my favourite in 3.1!! Thank-you. Quote Link to comment Share on other sites More sharing options...
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