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webvr-ui's Issues

Update to work with three.js rev86

Actually doesn't work correctly if you use last version of threejs (r86) (and I suppose and above)
Is there any plan to update to with with the last revision of threejs which is not using VREffect and VRControls yet?

Google VR Services notification disable?

Hello,
Is there some nice way to block Google VR Service notification?
We making experimental 360 content inside A-frame for mobile devices(mostly). We don't use VR-mode because we want it can be watched with almost every devices.
When new user open html content with chrome, it ask to do user wanna download VRservices, which not needed in our case. We feel it's only confuse casual users, who don't use cardboards etc. Also if content is embed inside normal website, it's not good habit to ask user download something on first spot.
I'm not sure do I ask this from right place, but i'm little lost here.
Cheers, Ila!

support updated WebVR spec

According to this commit to the spec the plan is to remove dependence on window. Instead of window.onvrdisplaypresentchange it will be vrDisplay.onpresentchange and instead of navigator.getVRDisplays() it will be navigator.vr.getDisplays().

Oculus Gear VR browser isn't supported

Trying the WebVR-UI with AFrame 0.5, the "Enter VR" button doesn't respond as expected.

Test URL: https://treasure-scraper.glitch.me/

Expected result: When clicking on the "Enter VR" button while wearing the Gear VR headset in the WebVR Oculus browser, it should launch VR mode and the user should be surrounded by the scene

Actual result: clicking on the "Enter VR" button does nothing

Firefox fullscreen doesnt work

Clicking "Try without headset" in latest Firefox (nightly or Developer Edition) on PC doesnt work, and shows the warning

Request for fullscreen was denied because Element.requestFullscreen() was not called from inside a short running user-generated event handler.

Which is odd, since we do call it within a short running user generated event handler....

iOs 11 : Safari : Broken UI

Apologies in advance for logging an issue with insufficient data. We use webvr-ui at Walkinto (https://walkinto.in). Just started hearing back from users that the VR UI is broken on iOS 11 / Safari

Apparently the Magic Window is not aligned correctly, there is some sort of zooming happening with which button to enter split screen is inaccessible. I do not have device to troubleshoot. Anyone who has, and is on iOS 11, could you please test one of this sample urls?

https://goo.gl/n2LfjE
https://goo.gl/saSfPA

Google Cardboard support a bit wrong

Hey there,

I've been trying to find a solution for this all over the internet, but there's not much in the way of assistance anywhere.
Basically, my embedded 'photosphere' does not load correctly on my phone. It loads, there are no errors, but entering 'Cardboard' mode, causes the image to be offset incorrectly. My image is not even a stereo one, and even Google's very own example images don't load correctly, or even work.

So, here's my examples page. http://lairdsquared.co.uk/quick-test-360-degree-renderspheres/

Here's the Google dev page, where the underwater scene also doesn't seem to work correctly on my Samsung S8.
https://developers.google.com/vr/develop/web/vrview-web
This page seems to have some different issues, I cannot even enter VR mode at all as the button disappears when I click on it.

Just to dispel any issues with Samsung S8 and Cardboard, everything works fine with Google Cardboard apps, and even loading my own image onto my phone and opening it using the Google Cardboard app, and it loads it perfectly! So, it seems there are issues with Web viewing of these types of images?

If anyone could shed any light, I'd be most welcome to know how to solve this issue.

Thanks in advance,
Tim

EDIT:

I've just tried this page too, and again it's the exact same problem!
https://googlevr.github.io/webvr-ui/examples/basic.html

Just thought i would let you know.

Package.json main file

@hapticdata should we instead of pointing at the src/index.js in package.json point to buid/webvrui.js? Seems like many other libraries does that (THREE & polyfill at least), allowing to use require in ES5 environment.

error when entering fullscreen

In Firefox and Chrome latest I get the following error when entering fullscreen:

TypeError: e.manager.enterFullscreen(...).then is not a function

Note that the browser still successfully enters fullscreen (which, while Chrome always worked, Firefox didn't use to work on previous versions of webvr-ui).

The error sees to come from /src/enter-vr-button.js#L240. It looks like the code is attempting to use this.manager.enterFullscreen() as though it were a promise (trying to .then() on it).

I can avoid the error for now by supplying a bogus beforeEnter() to options to have the logic take the path of /src/enter-vr-button.js#L234.

Another interesting observation related to #5:

  • When not wrapped in a promise (when it takes the path that gives us the original console error: /src/enter-vr-button.js#L239), Firefox successfully enters fullscreen.
  • When using the workaround mentioned above (dummy beforeEnter() to force the working Promise section (no console errors), Firefox throws the ol:

Request for fullscreen was denied because Element.requestFullscreen() was not called from inside a short running user-generated event handler.

warning and won't enter fullscreen.

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