HoloLite Posted December 10, 2017 Share Posted December 10, 2017 I am using Babylon-3.1-rc0. The sample codes were essentially the same as ones from https://www.babylonjs-playground.com/#S7L7FE. In the vr headset though, the input text was not rendered correctly. You kinda saw double vision on the control. Is this a known issue ? Looks very easy to reproduce. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 10, 2017 Share Posted December 10, 2017 What is your VR headset? I tried on a mesh, so not full screen:https://www.babylonjs-playground.com/#S7L7FE#4 It looks OK (no double vision) on my Samsung Odyssey, but for some reason controllers don't seem be working now. On my GearVR it was too far away to see for some reason. I don't think the gaze is doing anything on 3.1 (looks like you still need a controller), so how are you enabling the keyboard? Quote Link to comment Share on other sites More sharing options...
HoloLite Posted December 11, 2017 Author Share Posted December 11, 2017 @brianzinn Thanks for the reply. I just tried your code samples and checked my codes again. Actually it did work! I do have to use the controller to enable the keyboard. I am using Samsung odyssey too. Per @davrous, the gear vr controller is not supported for 3.1 release. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 11, 2017 Share Posted December 11, 2017 Are you saying that it's also working on original PG (full screen) or just on my PG (attach to mesh)? Quote Link to comment Share on other sites More sharing options...
HoloLite Posted December 11, 2017 Author Share Posted December 11, 2017 It worked only with CreateForMesh(). Still seeing double vision with CreateFullScreen(). I guess this is still a bug right ? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 11, 2017 Share Posted December 11, 2017 It probably is a bug - on one hand you can't select it, but if you programatically selected it and had the keyboard going then it shouldn't be double vision. I'm not quite sure about Full Screen and UI yet in VR what the guidelines are. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 11, 2017 Share Posted December 11, 2017 CreateFullScreen is not meant to be used in VR mode as there is no 3d applied (as it is a pure 2d :)) Only Texture mode makes sense in webvr mode as it will be integrated in the webVR rendering process HoloLite and brianzinn 1 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 12, 2017 Share Posted December 12, 2017 Thanks DK. I didn't notice this in the docs before, but I have only been using CreateForMesh and it works great!https://doc.babylonjs.com/how_to/gui The fullscreen mode is not intented to be used with WebVR as it is a pure 2d rendering. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
davrous Posted December 13, 2017 Share Posted December 13, 2017 Regarding the gaze, it works with a classical gamepad (Xbox) to simulate pointerDown / Move / Up. Shouldn't be difficult to add support of GearVR in 3.2 using that as a base brianzinn 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 13, 2017 Share Posted December 13, 2017 With 'gaze' I mean without a controller. In English gaze is to steadily (continuously) look - to me what is more like the PGs you made the the cubes "selecting..." and changing colour, without needing any controllers to interact with the scene. We could have similar to floor meshes for gazeable meshes perhaps We already have the meshSelectionPredicate to create our own, so it's not that much work to add ourselves. Your work on the controllers and VRExperienceHelper is great - thanks! davrous 1 Quote Link to comment Share on other sites More sharing options...
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