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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* |
thank for your very fast response |
"Ready for review" Yay |
it works now .i found on quest 3 that there is down black stripe like it looks like it was flat screen folowing me (no rotation lag) but screen ends down |
i found that when blocks dont work on quest 3 (not big problem for me beceause i can live withow it + we have if blocks) |
Oh i inspected only when (key/button) pressed and i was in vr mode not in editor |
3.0 big update idea body tracking (this is just idea. i am pretty sure that this will be hard to code) |
()-rotation of headset |
i did not mean pc vr but when i was coding this bug showed up (i use github to share projects) |
here is my test project that logs vr input https://github.com/siskka7/siskka7/blob/main/vr%20blockify%20input%20logger.sb3 |
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Dang, but how did it end up bugging. Did you check the logic of the block |
• Removed redundant pose-matrices component • Re-wrote all of get matrix block • Added new camera FOV block • fixed issues with some blocks & other minor block changes
Yayyyyyyyy!!!!!!! |
I Happy Now :) |
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You have done some nice progress!
Ok |
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You've done some nice changes 👍
I think I'm going to make a few changes to make the code more "professional" and less messy but I can't right now so I'll get around to it when I'm less busy with other things Likely includes using |
Still working on cleaning up some of the backend code...
Although these are easy and probably won't take forever, they're annoying and I'm putting them off for a while in favor of putting more time on a work-in-progress 3D physics extension |
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:
Upcoming release plan:
v1.0-pre-alpha: Earliest version. Minimal functionality, proof-of-concept version. Not available here. Not open source.v1.0-alpha: work-in-progress. Expect significant bugs and poor performance. Should not be used.v1.0-beta: Cross-platform compatibility, major bug fixes, and optimizations have been added.v1.0-release-candidate: Current version. Feature complete. Meets standards of full release with minimal issues. During this release period, preparations for full release include gallery thumbnail, sample project, documentation, etc.
v1.0: First release. Feature complete and meets all standards of great performance, very few issues, cross-platform compatibility, and intuitive design.
v1.5: Bugfixes and optimizations. Possibly a small feature or change, such as controller vibrations.
v2.0: Big update. Most likely something like hand tracking support for some platforms. Also will include some minor bugfixes and optimizations.
v2.2: Bugfixes and optimizations.
Active Development
v1.0-release-candidate