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Comments (13)

anil-arnxt avatar anil-arnxt commented on June 4, 2024 1

@elalish please see my device that is mobile details
Screenshot_2024-05-16-10-50-01-027_com android settings
Screenshot_2024-05-16-10-49-54-807_com android settings
Screenshot_2024-05-16-10-50-23-641_com android chrome

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vincentfretin avatar vincentfretin commented on June 4, 2024

This is discussed in #3989

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anil-arnxt avatar anil-arnxt commented on June 4, 2024

Thanks for your reply. But I am working on Android not ios.

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anil-arnxt avatar anil-arnxt commented on June 4, 2024
VID_20240506_150905_0_COMPRESSED.1.mp4

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vincentfretin avatar vincentfretin commented on June 4, 2024

From the video, it seems to be an issue with SceneViewer on Android. In this case please check only the correct checkboxes on the issue. Not sure if we can do anything about it.
You can set ar-modes="webxr quick-look" to force using webxr and not scene-viewer on Android. I didn't have an issue with webxr mode on Android.

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anil-arnxt avatar anil-arnxt commented on June 4, 2024
 <model-viewer
                    id="change-speed-demo"
                    camera-controls
                    touch-action="pan-y"
                    src={glbFile}
                    ar
                  ar-placement={placement}
              
                    alt="A 3D model of a helmet"
                    ref={modelViewerRef}
                    animation-name="Dance"
                    ar-modes="webxr scene-viewer quick-look"
                    shadow-intensity="1">
                    <button
                      slot="ar-button"
                      id="ar-button"
                      onClick={handlearclick}>
                      View in your space
                    </button>
                      {showOverlay && (
                    <div className="overlay">
                      <p>Move your device to place the object in AR</p>
                      <button onClick={handlePlaceObject}>Start AR</button>
                    </div>
                  )}
                  <div id="ar-prompt">
                    <img src="https://modelviewer.dev/shared-assets/icons/hand.png" />
                    <div id="wall_floor">
                      Move Camera on the <span>{placement}</span>
                    </div>
                  </div>

                  <div id="ar-failure">AR is not tracking!</div>
                    {hasAnimation && (
                      <div id="controls">
                        <button onClick={handleToggleAnimation}>
                          {isPlaying ? <FaPause /> : <FaPlay />}
                        </button>
                      </div>
                    )}
                  </model-viewer>  

this is my code for ios its not flipping but when opening on android its flipping the model.

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elalish avatar elalish commented on June 4, 2024

No, that's WebXR mode alright. Weird! Does that repro reliably even on other walls? The only thing I can imagine is that the returned hit matrix has an inverted normal. @bialpio Have you ever seen anything like this, or have a thought as to where in the code that could happen? The relevant piece of MV code is:

    if (this.placeOnWall === true) {
      // Orient the model to the wall's normal vector.
      this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]);
    }

which I don't see any problems with. hitMatrix is returned right from the WebXR API.

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elalish avatar elalish commented on June 4, 2024

@anil-arnxt Can you fill in the device and OS/browser version info so we can try to repro?

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anil-arnxt avatar anil-arnxt commented on June 4, 2024

@elalish I am using Android version 12 and chrome browser.

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elalish avatar elalish commented on June 4, 2024

@anil-arnxt Can we have more details on your device type and browser version? (the xx.x.xxxx.xxx are intended to be filled in by you as part of the issue template).

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