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Home Page: https://mozilla.github.io/aframe-xr/
License: MIT License
System / Components to build WebXR experiences with A-frame
Home Page: https://mozilla.github.io/aframe-xr/
License: MIT License
It looks like aframe-xr
always enables vr-mode-ui
even if the scene has set it to off. The code here:
Line 192 in 50326e4
Likely should inspect the value on the scene and use that value instead of the hardcoded true
value for vr-mode-ui
in the cases where it is being explicitly enabled. I'm happy to cut a PR if this makes sense!
The most basic example works great on desktop, Safari... but somehow not on the XR Viewer. I checked the console (using VorlonJS) and no new error or warning.
<!DOCTYPE html>
<html>
<head>
<title>Animation on XR Viewer</title>
<!-- aframe-xr with dependencies and utils -->
<script src="https://rawgit.com/mozilla/aframe-xr/master/vendor/aframe-master.js"></script>
<script src="https://rawgit.com/mozilla/aframe-xr/master/vendor/three.xr.js"></script>
<script src="https://rawgit.com/mozilla/aframe-xr/master/dist/aframe-xr.js"></script>
</head>
<body>
<a-scene hit-test>
<a-sphere color="red" radius="0.1" position="5 0 -1">
<a-animation attribute="radius" dur="1000" fill="forwards" to="0.0001" repeat="indefinite">
</a-animation>
</a-sphere>
</a-scene>
</body>
</html>
Same issue using the dedicated animation component. Is the tick handler behaving as expected?
Without needing a user to enable the flags for Cardboard or Daydream modes, I would recommend enrolling in the WebVR Origin Trial for Chrome for Android.
Sign up here: https://docs.google.com/forms/d/1OTvEk-VfavyKkMxef0Tvs0RFycl9NNu1vdg3FrqJhX8/viewform?edit_requested=true
As of January 1 2019, Mozilla requires that all GitHub projects include this CODE_OF_CONDUCT.md file in the project root. The file has two parts:
If you have any questions about this file, or Code of Conduct policies and procedures, please see Mozilla-GitHub-Standards or email [email protected].
(Message COC001)
Running the examples on chrome 83 on samsung galaxy A40 show only a white screen with some text.
Assuming that this there will still be a transition period for main browsers to include the WebXR API proper and that no polyfill will be sufficient (unlike for WebVR and A-frame) having a warning message to suggest XR Viewer, WebARonARKit or WebARonARCore would be useful.
More projects relying aframe-xr at such an early stage will most likely always have to educate and explain those steps to the users (arguably testers at this point), having a shared component for this would be useful to most.
aframe components should not search for the a-scene dom element, they should use their own sceneEl.
instead of registering for a "loaded" message, and then in that searching for the a-scene, why not just register for the "realityChanged" event in init?
Even though https://github.com/aframevr/aframe/blob/master/ROADMAP.md wasn't always realistic (cf 0.8 release scheduled for 3 months ago) it still gave a vision to the community at large. Having an equivalent for aframe-xr would give a good sense of where the project is going and eventually when upcoming features or support might get released.
Hey everyone,
Ever since upgrading our app from aframe v0.8.1 to v0.8.2, we are experiencing issues with running aframe-xr.
With further debugging we found out that the "enterAR" method won't load the scene correctly and will eventually crash it.
I suspect that it might be caused by an event emitter, but I'm still trying to find out what might cause that.
(note that the app works fine on the WebARonARCore browser)
Tested on iPhone 7, iOS v. 11.3.1 (15E302).
Latest https://github.com/mozilla-mobile/webxr-ios build.
Any ideas where to start looking?
The scene renders but when VR mode is activated, the scene renders incorrectly. I see strobing white lines when changing the view. On iPhone 6 and 7.
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As briefly discussed with @arturitu , not necessarily a bug but when in https://github.com/mozilla/aframe-xr/blob/master/examples/ar/hit_test/index.html#L35 I try to access the position of the added entity I get 0 0 0
even after a hit.
Results of some naive tests:
//displayCoord(entity); // not OK, getting 0 0 0
// scene.flushToDOM(); displayCoord(entity); // not OK
// entity.flushToDOM(); displayCoord(entity); // not OK
// entity.components.position.flushToDOM(); displayCoord(entity); // not OK
setTimeout( () => { displayCoord(entity); } , 100 ); // always OK
//setTimeout( () => { displayCoord(entity); } , 10 ); // OK the vast majority of the time BUT not always!
This wasn't necessarily the expected usage but the behavior might be surprising for some so suggestions welcomed.
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