devAxeon Posted August 24, 2018 Share Posted August 24, 2018 Hi, I would like to prevent the headset from changing the position of the camera, and keep only the device's rotation. Did I miss something ? Here's a PG of what I've tried: https://www.babylonjs-playground.com/#9RCQVW Tested on Firefox + HTC Vive. Thanks !! Quote Link to comment Share on other sites More sharing options...
Guest Posted August 24, 2018 Share Posted August 24, 2018 Pinging @trevordev Quote Link to comment Share on other sites More sharing options...
trevordev Posted August 24, 2018 Share Posted August 24, 2018 This looks like a bug, created https://github.com/BabylonJS/Babylon.js/issues/5003 to track this devAxeon 1 Quote Link to comment Share on other sites More sharing options...
trevordev Posted August 28, 2018 Share Posted August 28, 2018 Fixed (Tested with Windows headset) should be available tomorrow, I also had to make some changes to the controllers, please give it a try and let me know if it behaves as desired. devAxeon 1 Quote Link to comment Share on other sites More sharing options...
devAxeon Posted September 3, 2018 Author Share Posted September 3, 2018 Hi @trevordev !! Thank you for the fix ! It works very well with the HTC Vive headset, but controllers follow the headset's moves. So the camera position is frozen, but the controllers meshes get away on moving and the don't respect the "real distance". I think it's because the controllers translation is not well removed according to the issue checklist.. I've tried to capture a video where you can see the difference between the controller position in the scene and in the vive's menu, but it's seems impossible so I let you test it if you can... Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 4, 2018 Share Posted September 4, 2018 @devAxeon I see what you are saying, to confirm are you expecting them to behave like 3dof controllers or 6dof controllers just with the head not being tracked? Quote Link to comment Share on other sites More sharing options...
devAxeon Posted September 5, 2018 Author Share Posted September 5, 2018 @trevordev Sorry I did not understand your message ? But I made you a diagram explaining the situation: The gray arrow is what is happening now, What would be needed is represented by the green arrow (the same vector as the black one but relative to the current camera). Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 5, 2018 Share Posted September 5, 2018 Ok, so when the controllers are moved, their position should not change at all in Babylon's worldspace and behave the same as a 3dof controller. I'll take another stab at getting this behavior, I'm a little busy at the moment but will try to get this sometime next week. devAxeon 1 Quote Link to comment Share on other sites More sharing options...
devAxeon Posted September 6, 2018 Author Share Posted September 6, 2018 No problem !! Many thanks @trevordev !! Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 17, 2018 Share Posted September 17, 2018 @devAxeon created a new PR for this here: https://github.com/BabylonJS/Babylon.js/pull/5158 devAxeon 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 17, 2018 Share Posted September 17, 2018 Merged! devAxeon 1 Quote Link to comment Share on other sites More sharing options...
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