jgbarah / aframe-playground Goto Github PK
View Code? Open in Web Editor NEWA playground for learning about A-frame
Home Page: http://jgbarah.github.io/aframe-playground
License: GNU General Public License v3.0
A playground for learning about A-frame
Home Page: http://jgbarah.github.io/aframe-playground
License: GNU General Public License v3.0
Dear jgbarah, thank you for your work on the canvas-updater extension.
I have an a-frame project where I have a live stream from ffmpeg going to a canvas texture with ffmpeg.
It works fine in regular view on both desktops and the quest 3 (and 1) headsets, but if I go into full immersive mode the canvas sticks on the frame it was on before switching modes
I'm writing to ask please if there's a possible update for canvas updater that might remedy this?
Thank you for your time in reading this and for your consideration of the matter.
(Edit 21/10/2023, since writing this post I've found a solution in that while the ffmpeg to jsmpeg streamed canvas textures don't animate in Immersive mode in the Meta browser, they do work fine in the open source Wolvic browser on the Quest. I'm not sure what the difference is between both headset browsers, but thought this information might be useful to note. Thanks again for your great a-frame work).
Hello Sir,
I have copy pasted the code provided by you (https://github.com/jgbarah/aframe-playground/blob/master/physics-01/fall.html) into notepad++, saved as an HTML file and tried to open in chrome.
It does not work,
But i am able to run the code directly via the link provided by you.(https://jgbarah.github.io/aframe-playground/physics-01/fall.html) in browser
Could you tell why this is happening ? anything else to be added to notepad++ ?
I'm loving the ability to have Kinema make camera somewhat follow physics, movement being blocked by objects. But I think I might have something wrong that's causing the location where the same object's camera stop location - to change.
Is it possible that Kinema as a CameraRig with another child object before the camera gets the camera's collision location wrong? For example CameraSpinner:
<a-entity kinema-body="radius: 0.8" movement-controls="fly: false; speed: 0.3" position="0 0 0" id="CameraRig">
<a-entity position="0 0 0" id="CameraSpinner" name="PerspectiveCamera" tag="MainCamera">
<a-entity camera id="my-camera" far="10000" near="0.1" wasd-controls="enabled: false" look-controls="reverseMouseDrag: true" look-controls-arrow pose-listener mouse-cursor press-and-move network-latency>
</a-entity>
</a-entity>
</a-entity>
Trying to figure this on my own but realized might be able to ask for your help or advice :)
Was there a code change that cause physic to not affect the camera rig? It doesn't fall when it is off the plane. Physic is acting on the other box just fine.
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