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BlockifyVR (Virtual Reality) #1732
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that looks cool |
sadly i dont think that's possible to stop this. |
Does this show the same scratch 3D perspective to both eyes? |
A-frame has stereoscopic rendering built in and I've enabled it in the rendering settings, so no. This fixes some issues with visualizing depth, so the eye offset allows your brain to process the image with more clarity. Even if the matrices aren't used in the renderer, it should properly use the correct eye offset. Why do you ask, just out of curiosity? If you'd like I could add a block that disables or enables this feature, in case the Scratcher wants to build that framework themselves, which I'd doubt. Keep in mind this is still a work in progress and most of the code is many months old so it's not the most efficient way to do VR. |
Yes. At one point I tried to extend my AR extension to support AR headsets and VR as well, but the multiple eye rendering has been the main thing holding me back. I was just curious to know how you solved it. |
I believe that there can be two XRViewerPose matrices for each eye if available, according to Mozilla Docs. You might want to look into that again. It'd be great if Augmented Reality could support AR headsets such as the Oculus Quest 3 in addition to just mobile touchscreen devices. There should be a views array that can do this. An example can be seen here. Just a suggestion though. I simply think having AR headsets would be a nice update. |
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I'll take a look when I have time. Thought it will probably be hard because the only kind of VR I have access to is phone-based 3DOF no controller VR. Also, do you mind giving some links, so that I can faster figure out where to look? |
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As for VR testing, you wouldn't really need a VR headset. I've used Meta Quest's Immersive Web Emulator extension for testing when I didn't care to load up the entire headset. |
ah yes, I remember seeing a trailer for this on scratch. I wanted to help, but now I can't |
nvm I think I can |
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Hi siskka7 it's me Thebloxers998 |
Hi, nice extension |
I took a look and have no idea. It's all code specific to AFRAME. I don't know AFRAME. AFRAME is too big and complicated for me to try to debug, especially if the only tool in my disposal is WebXR API Emulator browser extension. |
Nic3 |
Nice* |
Recent versions of Chrome on Android added support for |
It was working previously, but now it's not, so it's likely just a browser issue... or maybe it's the latest A-frame v1.7.0 that came out yesterday and moves from CommonJS to ES modules? I don't really know but the extension seemed to have loaded properly so it didn't throw significant initialization errors, I just can't load a project. |
i hope meta did not do this on purpose beceause it may be on purpose.meta does not like modding or any other things that are we not suposed to do. |
I've made some changes to try to make it more professional, object-oriented, follow best practices, etc. because some of this code was really old and I never bothered to fix it until now. Hopefully this should be easier to review. Note that I haven't tested this commit because I for some reason couldn't get file uploads to work. Some untested breaking changes may be present. Don't merge until I can confirm this is working properly. Also this commit includes A-frame v1.7.0 |
@CubesterYT I'm trying to get this all finished up but I've come to the conclusion that this will be especially difficult to review considering the difference is too large to display for reviewing... what should I do about that? You can still manually view the file but you can't add comments to it and continue with the normal review process. |
Don't worry about size, we still have ways to review it (VSCode for example) |
Start working on documentation. More coming soon, WIP
Take your time. I know you'll come up with the best possible solutions. It just takes time. |
That moment you realize that you forgot to put the VR controls my block in the forever loop and that's the only reason why it hasn't been working for a month 😭 |
So everything's working now with the backend efficiency update. I've also enabled @CubesterYT how necessary is it that an extension like this have documentation when it appears on the gallery? How big of a problem will it be and how many people will complain on my Scratch profile about how to use it? Is that something I need to have finished before it's merged or can that come later with sample projects and extra resources? |
I highly recommend docs for this, same with your Ammo3D extension Big/complicated extensions users usually look for the most help |
Okay, just means later merge date. I was going to do docs for both anyway it was just a matter of when... |
@CubesterYT or @yuri-kiss |
@CubesterYT It seems this same issue isn't just in my extension, it's a browser-wide security limitation on every WebXR experience available to me. Will this be something the users will have to face on their own? I can't do anything about it, but it is a bit aggravating to not have controllers connect immediately upon entering VR. |
BlockifyVR
This is a Virtual Reality extension I've been working on since January 27th of 2023.
The end goal is to have:
Here are some things to note: