Hi I'm new here and I want to make a WebAR application using A-Frame. I know the basics and all that but one major problem I'm having is being able to walk around in the scene using ARCore running in Chrome. Is this even possible? I found a WebVR application from 6 years ago that solved the problem of positional tracking but the code's so depreciated it doesn't work anymore. I would prefer using ARCore for tracking but if nothing else marker based tracking will work too.
Edit: here's the depreciated code on github https://github.com/AVGP/goggle-paper
Doesn't use ARCore but instead marker based tracking. Better than nothing I suppose.
As of today, support for ARCore via the web (and thus A-Frame) is only available on Chrome browser with some Android devices.
Here are some great examples of working projects that you can build from:
https://github.com/chenzlabs/aframe-ar
https://aframe-ar.glitch.me/
New features such as image tracking are only available on Chrome Canary (experimental). See this example for image marker tracking:
https://arimg.glitch.me/
And associated documentation:
https://github.com/immersive-web/marker-tracking/blob/main/explainer.md
Related
A-Frame by default provides the "enter VR" button at the bottom right of the screen. This is working fine on my desktop, and also in Firefox Reality on my Oculus Quest. But in Wolvic, instead of opening in the VR mode, I see 2 views/screens.
I got the same behaviour for several examples on glitch.com, this is 1 example: https://glitch.com/~aframe-vaporwave
Any idea what's causing this and/or how to fix this?
The example you pointed out uses a very old version of A-Frame (0.5.0) based on the old WebVR API that browsers no longer ship. Make sure you're using 1.3.0 or newer that comes with WebXR support.
All the A-Frame examples should work on Wolvic:
https://aframe.io/aframe/examples/
Can also use the official glitch A-Frame support as starting point:
https://glitch.com/~aframe
Or is it just me. My own project using tracked hands was working fine yesterday, then today the hands stopped working. After reversing changes since then and still failing, I rechecked one example that was working correctly on Jan. 20: https://aframe.io/aframe/examples/showcase/hand-tracking/ - now, it is not showing hands, or allowing the controls to be used. The hands do show outside of VR when the controller is set down or inside VR when the Menu is invoked. On my device, Hand tracking is on, and the experimental 'WebXR experiences with hand and joint tracking', in chrome://flags, is enabled, both of which I believe are required and were enabled when this was working previously. Turned everything off and on several times, removed batteries, re-paired controllers and did a factory reset of the headset, all per instructions from Oculus support - to no avail. They said they will contact me after asking for invoice info. However it would be good to know if this is some other issue. Can anyone confirm that the above example is, or is not, failing in Quest 2, or is there some other update or change that might be affecting this?
Same for me on Quest 1.
The Three.js examples with Handtracking are working.
Try https://threejs.org/examples/?q=webxr#webxr_vr_handinput_cubes
I recognized that the oculus browser now says "...wants to enter with handtracking" So something changed in the oculus browser that has to be updated in the jslibraries.
But that will change again with chromium 88
I am on oculus browser 13.4.0.3.15 with chromium 87.0.4280
There must have been one cause I had the same problem.
Found this seemingly related fix in the A-Frame code, mostly bone name changes.
And that's what helped me.
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
I was calling for a previous version of the framework.
I have been working on adding background music to a Glitch project. I followed the Aframe.io documents to create a sound component and set it to automatically play upon running, however, when I try to run the project, the sound does not play automatically on my laptop. I have to open the Aframe inspector and un-pause my project for the music to begin. For some reason, I have not encountered this issue when I tried the same project on my phone. The sound played as expected once the program is up and running. I am not sure what is causing the sound to malfunction but any help is greatly appreciated. Here is the project I am working on: https://glitch.com/edit/#!/animation-animate?path=index.html%3A15%3A23
when working with sounds natively with Aframe, I had the same problem and one of the recommendations that I can give you is to play sounds with the HowlerJS sound library, which is compatible with most frameworks and also compatible with A-Frame
I share their page and the documentation, this library is very easy to use and implement to the project
https://howlerjs.com/
https://github.com/goldfire/howler.js#documentation
Autoplay audio on most modern browsers requires user interaction before enabling audio. You can put a div in front of your scene that upon click starts playing your background audio.
Check out a related SO question / answer for video autoplay that should help:
Autoplaying videosphere from A-frame is not working on any browser(Safari/Chrome)
Another user on A-Frame discord provided this example demo:
https://aframe-autoplay-background-music.glitch.me/
I Wrote a mapping application using ArcGIS js api 3.10.
I have a graphics layer and have a slider for the user to update its opacity. I am using the setOpacity method.
All other browsers work except for Internet Explorer 8.
Has anyone resolved this issue without changing the document mode (my app is in an iFrame so it has to run in IE8 mode).
Thanks in advance.
Well, It is clearly mentioned in ArcGIS JS API Documentation that setOpacity method is not supported by Internet Explorer..
For more detail please click here...
Edited[9/Jan/17]:-
I had to implement similar functionality with feature layer I used setOpacity method only then I get to know IE8 doesn't support precisely opacity feature.
Hoping these info will help you :)
It seems that it is not possible, but if anyone as a hint on how to create a right-sided sidebar (like a iframe) in google chrome, any hint will help. Thanks.
The experimental sidebar API has, as of this time, disappeared from the chrome documentation, since there is no longer a developer working on it.
Your best bet for something that you can achieve now is a DOM bar, as discussed in Creating a StumbleUpon-like toolbar for Chrome
If you mean something like that
This is from the google chrome experimental api:
Caution: Don't depend on these
experimental APIs. They might
disappear, and they will change. Also,
the Chrome Developer Dashboard doesn't
allow you to upload extensions that
use experimental APIs.
Details: http://www.chromium.org/chromium-os/user-experience/panels