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Doesn't work with Daydream View with Chromium (WebVR) neither Chrome Beta

Open arturitu opened this issue 8 years ago • 3 comments

I needed to change some things to make it work with Daydream (a link which work with with Chromium (57.0.2947.0) on my new Pixel device) > https://unboring.net/tmp/ray-input/

What I needed to do:

  1. Comment e.preventDefault(); line as @bunnybones1 reported on #14

  2. Modifying webvr-manager build because when you press cardboard button doesn't detect any hmd. And researching I think is because doesn't resolve Promise getDeviceByType_ as expected:

Because if (displays[i] instanceof type) { is false if you run this code on Chrome Beta or Chromium.

If you add a log: image

Returns: image

It seems VRDisplay is returning well, but when try to make a instanceof returns false (I guess) because its constructor is a [native code] (not sure about this) but if you make the same log with regular Chrome doesn't returns any [native code] and Cardboard as display name as expected:

image

Just two more things:

I used latest versions of:

"three": "^0.82.1",
"webvr-boilerplate": "^0.4.9",
"webvr-polyfill": "^0.9.23"

and it works well with Chromium (57.0.2947.0)

screenshot_20161231-083433

But with the last Chrome Beta (56.0.2924.23) doesn't seem ok:

screenshot_20161231-082748

I was talking with @klausw via Slack too, I hope this will be helpful in some way.

arturitu avatar Dec 31 '16 08:12 arturitu

I can confirm that RayInput doesn't work on the current Android Chrome Beta (57.0.2987.97), but DOES work without changes on Chrome Canary (59.0.3037.0).

This is on my Google Pixel XL.

gravityrail avatar Mar 10 '17 18:03 gravityrail

and also, btw, ThreeJS in general seems WAAAAAY faster in Chrome Canary. Night and day vs. Chrome Beta. Bodes well for the future of WebVR!

gravityrail avatar Mar 10 '17 18:03 gravityrail

I've refactored this in https://github.com/borismus/ray-input/pull/26 , can you check if this works for you?

klausw avatar Mar 31 '17 18:03 klausw