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Home Page: https://developer.altvr.com/
License: MIT License
Software Development Kit for AltspaceVR
Home Page: https://developer.altvr.com/
License: MIT License
Dragging objects in the battlegrid app seems to have some issues. The basic error is that the objects disappear while being dragged around, however how this manifests seems to be slightly different in the two places the app is running in: Gaming Space and Admin Tavern. In the former, the tiles disappear as soon as they touch the board; in the latter they tiles disappear if they are moved towards the edges of the board.
reported by @GavanWilhite 6/12/2015. We brainstormed possible solutions:
<meta name="enclosure" content="holographic">
FirebaseSync only synchronizes object position, rotation,and scale. No good way to sync other data such as "game state" or "app state" or per-object app-specific attributes.
Is there a reason we used a max room id of 1000, and aren't worried about collisions?
Hello, now we have a position tracking system, how can we use it into the Altspace as the input of player positions, such as optitrack
When doing the floating point comparisons between position/rotation probably would be a good idea to do an epsilon difference threshold.
When running the puppets app, the debugger shows that firebase is having permission denied issues:
'FIREBASE WARNING: set at /PuppetShow/rooms/-Jt0wLWAAo84DHrIRL-T failed: permission_denied' in firebase.js, line 19, as well as 'firebase error' with code: "PERMISSION_DENIED" in FirebaseSync.js, line 817.
Currently you have to include three.js even if you don't have 3D elements.
<script src="http://sdk.altvr.com/libs/three.js/r71/build/three.min.js"></script>
<script src="http://sdk.altvr.com/libs/altspace.js/latest/altspace.min.js"></script>
Ideally you could just include altspace and make use of the firebase connection for interesting 2D applications in VR.
altspace.utilities.shims.OBJMTLLoader does not propagate the crossOrigin property to MTLLoader and OBJLoader. See below for proposed fix:
var OBJMTLLoader = (function () {
value: function load(objFile, mtlFile, callback) {
var mtlLoader = new THREE.MTLLoader();
>>> mtlLoader.setCrossOrigin(this.crossOrigin); <<<
I think it's important we provide our sync libraries in a way that people who use our APIs to build apps are not (technically or conceptually) coupled with firebase. I can see us wanting to retrofit a firebase-like API on top of photon, for example, and have apps switch over to using our own servers without any code changes. I think it might be a good idea to make the sync library not explicitly be "firebase sync" but instead just be cast as "object sync" (analagous to a PUN photon view that syncs transforms) and incidentally use firebase for now (which we can mention in the documentation.) Thoughts?
Reported by @gfodor 6/18/2015 and also @CymaticSoft
On the Asus laptop in the office (780M GPU, good CPU and RAM), loading any of the apps takes >2 minutes, and the client is frame-locked the entire time. This seems substantially worse than the frame-lock time on other machines.
There may be an issue with flipped objects in the tracking skeleton. Investigating..
When applying a ColorHoverEffect to multiple clones of the same object, the mouse over effect seems to propagate to all copies. E.g. if you mouse over one, the tint color is applied to ALL of them.
Not sure if you want bugs here or elsewhere.
My mouse cursor does not show while using the Desktop version (read: no headset). I'm using Windows 10. I'd like to show some friends your app but they're not going to be using headsets.
In some cases, when objects are spawned outside of their enclosure they may stay visible until the enter and leave the enclosure.
@L33TRice reported that in the DnD app, when dragging sometimes the cursor "escapes" the object and if the mouse-button is released, the drag will still continue. Possibly because we are listen for the mouse-up event on the object being dragged, which is no longer under the cursor.
from @gfodor 6/19/15: also there are two mouse cursor issues, one of them is that the cursor doesn't react at all, and one of them is the highlighted item is wrong (these might be the same underlying bug but i've noticed both things happening) in this case just now it was the cursor not reacting at all
from @ttwu 6/19/15: for the chess app, I just saw the weird thing again where my interaction with it was a few seconds behind. I used to see it catch up after a while but this time it never did, and I was playing with it for a few minutes.
Add functionality to create/sync networked objects after initial load, so that the entire scene doesn't need to be "pre-loaded". This should help reduce startup lag for scenes with many objects and just be overall useful.
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