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Update A-frame version and add Oculus Go controller support to A-blast#131

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dmliao:oculus-go-controller-support
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Update A-frame version and add Oculus Go controller support to A-blast#131
dmliao wants to merge 1 commit into
aframevr:masterfrom
dmliao:oculus-go-controller-support

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@dmliao

@dmliao dmliao commented May 3, 2018

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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.

Comment thread index.html
></a-entity>

<a-entity id="player"
camera="userHeight: 1.6"

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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.

Comment thread src/components/bullet.js
}
} else {
// @hack Any better way to get the head position ?
var head = this.el.sceneEl.camera.el.components['look-controls'].dolly.position;

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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.

Comment thread src/components/weapon.js
if (this.controllerModel === 'oculus-touch-controller') {
if (this.controllerModel === 'oculus-touch-controller' ||
this.controllerModel === 'oculus-go-controls' ||
this.controllerModel === 'gearvr-controls') {

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This addresses #126

Comment thread index.html
<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>

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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.
image

@dmarcos

dmarcos commented May 17, 2018

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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.

@Artyom17

Artyom17 commented Feb 6, 2019

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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.

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3 participants