Open kfarr opened 3 years ago
IIRC the bounded-floor message is not an issue. Three.js(/A-Frame) content should be able to handle devices that don't have bounded-floor.
Three.js doesn't work except with 2 views, at least last I checked (maybe it's more broken now). See the readme:
- Three.js: Technically works, but can only handle 2 views. Often fails to launch in Chrome, due to an unattributed DOMException. (tested page)
The 2-view problem is a limitation of Three.js and will require a fix there. The other is mysterious still.
I managed to hack in a fix for three.js and also seemed to have fixed the issue with Chrome. I'm not sure if this change would be easy to get into three.js upstream though, since their WebXR implementation assumes there will only be two WebXR cameras, and this hack doesn't touch that code. I suppose a proper implementation would need to modify the rest of the three.js code to support an arbitrary number of cameras to begin with.
Here are the changes I made:
I have been able to successfully download and install the Chrome extension and use it on the webxr sample page as well as babylon.js with the portrait. I appreciate the view controls to find the perfect image in the scene, it's super useful.
I tried run the sample A-Frame "hello webvr" scene and when I click VR mode the scene becomes unresponsive and there is a new console message:
When I run a three.js webxr sample scene the scene keeps animating after the button is pressed but no overlay appears to set holoplay view controls / settings. There are also messages on the console:
Is there anything else I could do to help diagnose?