-
-
Notifications
You must be signed in to change notification settings - Fork 3.9k
-
-
Notifications
You must be signed in to change notification settings - Fork 3.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Camera's children don't follow camera's Y position when presenting (in Oculus) #3365
Comments
@meatwallace Make sure you do |
@dmarcos The dist is built by the bot on each commit (whether using via the rawgit or npm), so the three.js version is up to date if they use master). |
Console says three Version: github:dmarcos/three.js#r89fix |
@dmarcos my project is reporting Is the likely cause of this clear / is there a particular place I should start looking? I'm happy to spend some time investigating myself, although i'm not all that familiar with A-Frame/three.js source. edit: after reading and fiddling with |
I think a workaround is to wrap the camera children in another entity. Does that work? |
I have also some difficulties with attaching enteties to my VR camera. Not sure if I'm doing something wrong or if it is a bug. It was working before with v0.7.0. I have a sphere as a child of my VR camera (simulating the players head). As soon as I enter VR mode (Vive) the children of my camera stay at position 0 0 0, while the viewport (camera jumps to the the relative coordinates within my real room). From there I can see the Sphere follow the movements of my headset but at the position of the scene origin. I also tried to wrap the sphere and all my head meshes within a single entity wrapper. Still the same behaviour. |
I may have fixed this in mrdoob/three.js#13350 |
Er, I meant mrdoob/three.js#13414 |
I'm not sure about the oculus y-axis issue, but if anyone is interested about the strange behaviour I was discovering on my project: I found a workaround and figured out that I can fix my problem by NOT using the "active: true" option for the camera (maybe I should open a seperate issue for this - but I'm not sure if this is a real issue - or my lack of knowlege about aframe). In my project The player camera gets initialized later on when the info is pushed by the server. So A-Frame has already created the default camera. So I create a new camera for the player with Now there are two things happening when I enter VRmode (as mentioned it's fixed when I leave out the
As I figured out it seems that I do not have to use the |
@Plaritxu Have you tried with master? |
Yes, I think so, but I will doulbe check when I have time in a couple of days. I'll try to create a stripped down version of my code and see if I can create a simple test case that reproduces the behaviour. |
@meatwallace Sweet! Thanks for veryfing. |
Description:
Simple reproduction: camera entity with a cursor/raycaster as a child entity
position.y
set on the camera at all, the camera & child renders at the expected positionposition.y
on the camera entity appears to have no effect at all on the camera itself or the child entitiesposition.x
and confirmed the child follows the correct Y axisBasically, if you explicitly set the camera Y pos to 1.6 so that it matches the environment like Oculus, child entities drop to the floor when presenting. Might be the same issue reported in this comment, as if your cursor isn't far enough from the camera, it disappears from sight + your raycaster height is off.
Details:
The text was updated successfully, but these errors were encountered: