talkol / spiderman Goto Github PK
View Code? Open in Web Editor NEWSpider-Man VR Experience
Home Page: https://spiderman.webvr.link
License: MIT License
Spider-Man VR Experience
Home Page: https://spiderman.webvr.link
License: MIT License
@talkol You've created amazing work here, it's a really fun experience ๐
I found that you have used several assets in your WebXR app that are created by others, some you provide incomplete credits for in your README.md
others you don't credit. A couple that I noticed were the "Crystal Kyber" by Ian Diaz which seems to be used mostly unmodified and incompletely credited and "Spider-Man:Interactive View" by Pawas Saxena where you have cropped most of the model out to leave only the hands and added your own hand animations (did you create the animations yourself?) which you haven't credited.
I would like to suggest changes for the credits for these two sets of Creative Commons assets (Frequently Asked Questions, Best practices for attribution)
"Crystal Kyber" by Ian Diaz licensed under CC BY 4.0 / Source assets are compressed
leftHand.glb
andrightHand.glb
are a derivative of "Spider-Man:Interactive View" by Pawas Saxena licensed under CC BY 4.0
You have also copied in several pieces of source code from A-Frame, for example hand.js
is mostly the same as hand-controls.js
. A candidate credit could be
This repository incorporates code from
aframe
which is release under the MIT license.
and ideally you would also include A-Frames LICENSE
in your repo since you do use large blocks of code. You could add the copyright notice from LICENSE
to the beginning of any source files that are majority code from aframe
or just include it in your LICENSE.md
.
The license of the assets that you've used that are created by others that I've found require you to add proper attribution. I completely appreciate that writing full attributions is tedious, and I know there is certainly no bad intent on your part since you have tried to give attribution. But regardless of what is required, it would be very thoughtful and respectful to recognise and fully attribute the awesome work by others that has gone in to creating your amazing experience ๐
I would also suggest adding complete attributions for the other assets you have used that are created by others.
can't shoot webs on oculus go...
After exiting the experience, trying to click on "Enter VR" again is resulting in black screen with loading dots
Hi, nice idea I would like to play, but sadly hands are in the air above the head and move away after triggerpress on oculus quest.
Web slinging is great and fun until you hit a wall. Sometimes it would be nice to grab onto the wall or climb a little bit more and get on the roof or something.
There could be a button that you hold to climb or stick to the wall.
Maybe eventually basic locomotion would be a great fun addition. For moving across the roof.
Got my oculus quest today. I'm a professional js developer looking to branch into web VR.
I'm probably going to try adding this ability, unless someone is already working on it. Is there a better way to avoid duplicating efforts than a GitHub issue? Genuinely asking.
i press vr using quest 2 but my screen is just like a window and nothing works
you can't swing webs or do anything on the go.
i cant use this on my vr headset
yeah
On the rift s I load into the game and I shoot one web and i can't unhook from it
My friends showed me this game and at that time i didn't have a quest 2 nor any sort of VR headset but now i just got one and when i loaded spiderman it didnt work on the quest 3.
Create different game modes (easy/med/hard) with each level changing the CrystalHitDistance; increasing the hit distance would make it easier to collect a crystal.
Thanks for considering! Love love love what you've done here. (^_^)
Hey, would like to try this but I own a valve index and see that it works for the quest platform. The button on the site itself doesn't start up steamvr for me. Is it possible or is there away for this to work with steamvr/ valve index? thanks!
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