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HI!
i'm just putting out there a feature requests that i found would be quite useful to implement
This FR - make driver produce 6dof input not just for controllers/hands, but for any part of body …
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Tracking this as a topic of discussion from @tbalouet in #5:
> For me this topic would make people exchange on good practices on immersion enhancement. The kind of sub-subjects would be:
> * shoul…
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I will make the point of the [WebARKit](https://github.com/webarkit/WebARKitLib/tree/dev/WebARKit) library. Actually it is in the `dev` branch of this repository, before merging in master and to be of…
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Not sure if this has been requested already, but i thought i'd give it a go.
60fps capable mobile phone camera's have been around for quite some time now.
Samsung, for example, has been bringing out…
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On Oculus Quest with firmware 19 I cannot click any buttons on the menu UI. Controllers seem to be tracked, pointer highlight the buttons, but buttons and triggers don't work on any controllers.
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For a better experience, viewers can interact with the UI (buttons) and objects (6DoF Object View).
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We've been using the NDI Aurora with Plus successfully for 6DOF (single channel) tools. I have been following the [documentation here](http://perk-software.cs.queensu.ca/plus/doc/nightly/user/DeviceND…
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Hi,
How do I read 6DOF from a remote machine (on which I wish to impliment the head tracking algorithms)?
I set opentrack input to UDP over network, click the hammer and all I see is a port number a…
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### SPECIFIC ISSUE ENCOUNTERED
Using the TrackedPoseDriver in Unity for controller positions results in the controller objects moving in the opposite z-axis. The Grip buttons also do not register a…
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Here is the original discussion from https://github.com/immersive-web/webxr/issues/534#issuecomment-468125336. Resolving #559 resolved the first and third bullet, but not the second bullet. (unfinish…