-
Notifications
You must be signed in to change notification settings - Fork 66
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
Update A-frame version and add Oculus Go controller support to A-blast #131
base: master
Are you sure you want to change the base?
Conversation
@@ -83,7 +83,7 @@ | |||
></a-entity> | |||
|
|||
<a-entity id="player" | |||
camera="userHeight: 1.6" |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This was taken out because the new version of A-frame warned that property userHeight
didn't exist. I'm not sure if I should replace it.
@@ -181,7 +181,7 @@ AFRAME.registerComponent('bullet', { | |||
} | |||
} else { | |||
// @hack Any better way to get the head position ? | |||
var head = this.el.sceneEl.camera.el.components['look-controls'].dolly.position; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
dolly
no longer exists in look-controls
, but taking out the dolly
had the effect of making all enemy bullets aim at the avatar's feet, rather than the headset. I might be missing some way to get the headset position, or we can hack it by manually adding the 1.6 meter height correction.
if (this.controllerModel === 'oculus-touch-controller') { | ||
if (this.controllerModel === 'oculus-touch-controller' || | ||
this.controllerModel === 'oculus-go-controls' || | ||
this.controllerModel === 'gearvr-controls') { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This addresses #126
@@ -6,7 +6,7 @@ | |||
<meta name="description" content="A WebVR wave shooter game using A-Frame by Mozilla VR."> | |||
<meta name="theme-color" content="#3d4d55"> | |||
<!--<script src="vendor/aframe-master.min.js"></script>--> | |||
<script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script> | |||
<script src="https://rawgit.com/aframevr/aframe/3e7a4b3/dist/aframe-master.min.js"></script> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The update to A-frame and THREE.js has some severe side-effects, including an audio problem DOMException: Cannot decode detached ArrayBuffer
and graphical glitches.
Attached is a screenshot of what it looks like for me. Strangely enough, once you go into VR, the graphical glitches disappear, but the high scores screen still is missing.
Sorry for taking a few days to get to this. I need some time to look closer at the problems that A-Frame 0.8.2 introduces. Your code looks good so far. |
Any progress on that? I am trying to make A-Blast working on Oculus Quest and it requires the latest AFRame (which is almost 0.9 already), it would be super cool to update the game to the latest AFrame. |
This change bumps up the version of A-Frame to one that includes Oculus Go support, and then includes the oculus-go-controls component so A-blast works in Oculus Go.
However, the version bump also had some undesirable effects, so this pull request should likely not be merged as-is.