Open kylebakerio opened 3 years ago
Just a note, I'm here because I'm following the chains of links that seem to be necessary to get superhands working.
Not sure if you checked console, but if you're getting:
"core:a-node:error Failure loading node: TypeError: Cannot read property 'charAt' of undefined at i.update (hand-controls.js:198) at initComponent (component.js:330) at i.updateProperties (component.js:302) at i.module.exports.Component (component.js:78) at new i (component.js:662) at HTMLElement.initComponent (a-entity.js:332) at HTMLElement.updateComponent (a-entity.js:495) at HTMLElement.updateComponents (a-entity.js:463) at a-entity.js:249 at a-node.js:127"
If you update:
<a-entity hand-controls="left" mixin="controller"></a-entity>
<a-entity hand-controls="right" mixin="controller"></a-entity>
to:
<a-entity id="leftHand" hand-controls="hand: left; handModelStyle: lowPoly; color: #ffcccc"></a-entity>
<a-entity id="rightHand" hand-controls="hand: right; handModelStyle: lowPoly; color: #ffcccc"></a-entity>
which is the most up-to-date example in the README for hand-controls component, https://github.com/aframevr/aframe/blob/master/docs/components/hand-controls.md, it should fix it. I created a PR for the READMe (which may get declined if for some reason that was intentionally the case) - https://github.com/wmurphyrd/aframe-physics-extras/pull/15, but that appears to have been the only thing I had to change for this to work out of the box.
@kylebakerio please note that aframe-physics-extras
is not required to user super-hands
, you could use another collision detection component such as sphere-collider
from aframe-extras in place of physics-collider
and drop collision-filter
entirely
@wmurphyrd I noticed that in theory something like that should be possible based on the docs, but I assumed going with your own component designed for that purpose would be ideal. I'm also just starting, so I wanted the most standard boiler-plate proof of concept I could get working, and presumed this was it.
Are there any benefits to going with sphere-collider? Presumably it might be more performant/simpler code since it sounds like it only works with one basic type of geometry instead of many kinds?
In the end I got a working example by following a different chain of links, of course, so it's not something super pressing for me personally (for anyone else ending up here: I've added a 'TLDR; how-to make your existing scene super-hands-able' to the superhands repo itself, so check there for what ended up working for me with A-Frame 1.1.0).
Tried updating the glitch to this:
I get two boxes that I cannot interact with on my quest 2. May just need minor updates, haven't dug deep, but just dropping this here.