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Panning broken on browsers supporting the new WebVR API #289

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uberstudio opened this issue Dec 14, 2017 · 6 comments
Open

Panning broken on browsers supporting the new WebVR API #289

uberstudio opened this issue Dec 14, 2017 · 6 comments

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@uberstudio
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uberstudio commented Dec 14, 2017

Confirmed on Edge, Firefox 55+ on Windows 10,
I've seen more reports of this issue popping up lately.
This can also be recreated in Chrome easily by enabling the WebVR experimental flag, so this is definitely coming to Chrome as well.

I've noticed requiring the legacy polyfill and enabling the deprecated API has been suggested as a fix in several forums, but I believe this is only a temporary hack.

@ademarre
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This is the same issue reported in #192, which was not resolved but is currently closed.

It's probably the same as #246 as well.

@lincolnfrog
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We closed it because builds on windows are flawed but if you use the embed that we are hosting here: http://googlevr.github.io/vrview/build/embed.js it should work. Is that not true?

@ademarre
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@lincolnfrog I'm not able to test it right now, but I don't think so; #192 is not a build issue.

As I understand it, the problem is that the native WebVR implementations don't provide mouse and keyboard devices in navigator.getVRDisplays() the way the polyfill does. As far as I know, the solution discussed in these two comments has not been implemented:

#192 (comment) by ssh-esoteric
#192 (comment) by @jsantell

@jsantell
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@ademarre your understanding sounds correct to me -- on native implementations, those displays will be provided instead. If you don't have a Vive/Oculus or something hooked up, you won't be able to view it. If we used that flag in the polyfill mentioned in the above comment, then that would add the MouseKeyboardVRDisplay in this scenario

@jsantell
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Reopening #192, related to Edge (now with native WebVR) not windows builds

@uberstudio
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I tried using this build: http://googlevr.github.io/vrview/build/embed.js

But it's a totally different package than the official VRView library, looks like this one doesn't include Three.js, three-vrcontrols, possibly more (I didn't check, I'd rather have a complete build)

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