I'm using AFRAME in an app for the Pico Goblin device.
Unsurprisingly, I'm getting the "No DPDB device match." error and the camera moves at the wrong speed and appears upside down.
I realise this is because this device is unlikely to be in the official webvr-polyfill DPDB.json
Is it possible to add devices to this file and use within aframe?
Thanks
This is the repo where the dpdb file lives: https://github.com/immersive-web/webvr-polyfill-dpdb
You can indeed submit PRs there. A-Frame will pick it up in the next version.
In the meantime you can have a custom build of A-Frame that points to your fork of the webvr-polyfill that fetches your own DPDB.json
Related
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'm really new with A-Frame / Web VR. I'd like to ask you when I am on my mobile in VR mode how can I prevent the controll / camera move? For example when I switch to VR mode I want to use my usb mouse for moving just like in "normal mode" and not the device's sensor. Is it possible?
Thanks.
I don't think this is currently possible. Another potential issue with this approach is that it will likely cause simulator sickness:
The most important guideline in designing for virtual reality is to always maintain head tracking. Never stop tracking the user’s head position inside of the application. Even a short pause in head tracking will cause some users to feel ill.
https://designguidelines.withgoogle.com/cardboard/designing-for-google-cardboard/physiological-considerations.html
That said, if you're purpose for this functionality is for spectating on a 2d screen, A-Frame 0.8.0 allows you to add a spectator camera:
https://aframe.io/docs/0.8.0/components/camera.html#properties
There are no tutorials for this yet, but you could try adding asking another question here or on a-frame slack on how to get it up and running.
I'm working on a Daydream app using the Google VR SDK/NDK. To submit the app to Google Play, I need a 360-degree stereo photosphere. I've seen directions for creating this with Unity, but is there any way to create this without Unity?
I've taken a screenshot of the app in stereo mode, but I don't think that will satisfy the requirement.
Google doesn't provide any tools to capture in-app photospheres in non-Unity apps at this time. Some devs produce photospheres in modeling apps like Maya and Blender.
You could always cheat and make your "Daydream 360 degree stereoscopic image" in Photoshop. Just use the same image twice, once on top and once on the bottom.
I think others have already done this, because I have noticed a few wrong looking previews in the store. Where if I close one eye, parts of the image disappear.
If you change your mind and make one with Unity, this plugin worked nicely for me: https://www.assetstore.unity3d.com/en/#!/content/38755
I am trying to get the inner active add Api to work with QML. I have found this Nokia example: http://projects.developer.nokia.com/fifteenpuzzle on how to do it. I plan to just use the add widget they use in my own app but when I compile the app it gives this error: "'KErrNone' was not declared in this scope" on anything excpet Symbian and once it runs on Symbian the add area is just black and after a while I get this error: "AdBannerWidget::onNetworkError = "Error downloading http://cdn1.inner-active.mobi/mnt/InnerActive/Resources/USAGC/eng_pic.gif - server replied: Not Found"".
Please help I have no idea what could be causing this, it's probably something stupid but I really need help.
I also get a error while trying to design the qml because of it not being able to "import Analytics 1.0"
I do have a inner active account and I have tried it using my own tag they generated for me but it still doesn't work.
My name is Nirit and I'm a support manager at inneractive.
we just released our new Beta QML open-sourced project, it is now available on your Dashboard (the SDKs tab).
Please download the .zip file and take the time to read through our clear and concise documentation.
If you have any questions or comments, please don't hesitate to contact me.
Nirit (nirit#inner-active.com).
For the black widget and network error, I bet you have to register first with inneractive to get an actual account.
"KErrNone" seems indeed symbian only. Might be that the project is just no meant to compiled on desktop as such. You maybe would have to #ifdef Q_OS_SYMBIAN some parts of it.