synbenfoulds

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  • in reply to: Oculus Quest Support? #19635

    Hi Abin,

    I think I just went to soft8soft.com and browsed to the app via the gallery (the button at the top that says “Made with Verge3D”)

    That took me to the following page:
    https://cdn.soft8soft.com/demo/applications/xmas_vr/xmas_vr.html

    Will test it again when I get chance and let you know if I did it any differently…

    in reply to: Oculus Quest Support? #17783

    EDIT: Sorry that’s me being dumb – was trying to use whenclicked instead of onsessionevent for the controller button, hence it not working! Very much a newbie at all of this, but all seems to be working great and thanks again for all the work you guys are putting in.

    • This reply was modified 2 months, 1 week ago by Avatar synbenfoulds.
    • This reply was modified 2 months, 1 week ago by Avatar synbenfoulds.
    in reply to: Oculus Quest Support? #17770

    OK I’ve had a go with 2.14.0pre2 on the Quest

    Ray trace works from the right hand controller (no visible trace from left) and handles whenhovered events which is great.

    Doesn’t seem to recognise any button presses though – tried all buttons, triggers, thumbsticks but no input seems to work with the whenclicked test I set up (tried with mouse and it works with that). Any idea which of the buttons is meant to be supported? Thanks.

    in reply to: Oculus Quest Support? #17661

    Hi Alexander, thanks that sounds great. Looking forward to the pre-release in that case!

    in reply to: Oculus Quest Support? #17632

    Hi, just revisiting this with the new version of Verge coming out – are there any plans to fully the Oculus Quest controllers in this version? Ray casts etc. Excited to start making full use of the Quest and Verge!

    Many thanks

    in reply to: Oculus Quest Support? #15061

    Seems it’s just look interaction for now on the Quest – no controller ray cast as yet

    in reply to: Oculus Quest Support? #14973

    Hi Yuri, thanks for the reply. I had a very quick go with a Quest yesterday and was able to play the Xmas VR demo on it via the Oculus browser, so all looking promising!

    in reply to: Puzzles not loading #6918

    Hi Philip, thanks for the suggestion. I think in this case the issue is something else, as the problem still arises with very simple scenes (even the default cube). Will update if I work out what the issue is..

    in reply to: Puzzles not loading #5971

    Quick update – puzzles still don’t load in Chrome (refreshing the page doesn’t work either now) but they do now load correctly in Firefox if I copy the URL over. Not sure if this is due to the latest update (I’ve upgraded to 2.5 since my last post) or if I’ve changed something else on my PC since then. Thought I’d post in case anyone else had the same issue!

    in reply to: Puzzles not loading #4175

    Oddly firefox doesn’t even get past 0% when loading, it just stays on the loading screen.

    Even more strangely, back in Chrome I just tried to open the puzzles editor a few times on the same project, and on the fourth try the puzzles loaded fine. Then when I tried again they did not appear. It now seems that whenever I refresh the page there is roughly a 1 in 4 chance of the puzzles appearing..

    Very confusing, but at least I now have a potential workaround to the problem – just keep refreshing the page!

    in reply to: Puzzles not loading #4162

    Yes all the demos work fine – the camera tween works, the spinner spins etc. Seems the puzzles work, but are just not showing up in the editor. Very strange!

    Edit: sorry just checked the green icons and these do not work, just the blue ones!

    • This reply was modified 1 year, 5 months ago by Avatar synbenfoulds.
    in reply to: Puzzles not loading #4159

    I get the same problem with stock demos too – see attached screenshot from the Tween Camera demo.

    Chrome version is Version 66.0.3359.139 (Official Build) (64-bit)

    Note: just updated to Version 66.0.3359.170 (Official Build) (64-bit) and the puzzles are still eluding me :(

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    in reply to: Puzzles not loading #4157

    Hi Yuri, thanks for the quick reply.

    I don’t see any errors in the Blender console. When opening the app manager it gives a message saying “Address already in use, not running”, and opens the manager.

    In the console on Chrome it showed the following messages for one project, although new apps I create don’t show these messages and they don’t show puzzles either. Sorry for the long copy-pastes, not sure which bits will be of use!

    GET http://localhost:8668/favicon.ico 404 (Not Found)

    puzzles.min.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘wheel’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952

    v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘wheel’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
    OrbitControls @ v3d.js:1
    enableControls @ v3d.js:1
    run @ v3d.js:1
    onLoadFinished @ my_awesome_app.js:19
    (anonymous) @ v3d.js:1
    v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘touchstart’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
    OrbitControls @ v3d.js:1
    enableControls @ v3d.js:1
    run @ v3d.js:1
    onLoadFinished @ my_awesome_app.js:19
    (anonymous) @ v3d.js:1
    v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘touchmove’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952

    Thanks,

    Ben

Viewing 13 posts - 1 through 13 (of 13 total)