Change camera config (fov, userHeight, orientation) when in VR mode - aframe

I'm using Aframe master branch and testing with OculusGo.
Is it possible to update some camera values as fov, userHeight and orientation (rotation) when entering in VR mode?
Thank you very much,
Daniele.

FOV cannot be changed in VR mode. It’s particular to each headset, provided by the WebVR API and not application configurable. To position and rotate the camera use a rig

Related

eyeSeparation property in A-Frame

I am trying to change the value of eyeSeparation in A-Frame coding. How can I do it?
Referring to the documents of three.js:
effect = new THREE.StereoEffect( renderer );
effect.eyeSeparation = 0;
This would result in no difference in rendering between the left and right images. I guess that the documents of https://aframe.io/docs/0.8.0/components/camera.html
would give the way for changing eyeSeparation settings, but I cannot find the way to do it.
Best,
Shunji
Eye separation is provided by the WebVR / WebXR APIs and user configured through the headset via software (e.g; oculus settings) or hardware (Rift slider or Vive dial). It’s not something that content can control. StereoEffect is not used by A-Frame or THREE VR path. It’s an old module that predates WebVR

Access to left and right projection settings in vr mode

I'm checking web-vr frameworks and looking for an availability to change the projection settings/the camera settings for left and right eye. Is it somehow possible or this is done automatically by the browser?
I checked A-Frame framework from mozilla and react-vr but I could not find such options.
The camera projections are provided by the browser through the WebVR API and are specific to each headset. It's probably something you don't want to change.

A-Frame - VR Mode mouse control / move in browser

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.

A-Frame: how to simulate tracked controllers when developing on desktop?

My HTC Vive is set up in a different room to my developer workstation. When developing for A-Frame, I understand I can: use my desktop monitor instead of a headset; use mouse dragging instead of motion controls; use WASD instead of room-scale tracking. However, what is the preferred way to simulate the tracked controllers?
For example, how can I move the cubes in this demo from my desktop: https://aframe.io/examples/showcase/tracked-controllers
This is not yet released, but we're working on tools to be able to record camera and controllers, output to a file, and then you can load it up any device and replay the camera and controller pose and events without needing a headset. Project is led by Diego:
https://github.com/dmarcos/aframe-motion-capture
http://swimminglessonsformodernlife.com/aframe-motion-capture/examples/
This will become the common way to develop for VR without having to enter and re-enter VR to test each code change, and to do it on the go

Access front camera in android devices using flex-android

There are samples to show how to aceess front camera of android devices using android sdk.Is there any way to do the same using flex hero sdk
Yes, although I'm not sure which version of the AIR SDK that was added to. Some method somewhere returns an array, and the first item is the back camera and the second item is the front camera.
If I were to guess, I'd say that you use the Camera class.. This blog post should give you more information.

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