Thanks, it works fine, but there are no cluse about how to move around without using the keyboard or a controller. How do I teleport to a point upon tapping the screen?
one of the downsides of cardboard is no controller. there is a button click notch that may or may not work for some people depending on the device - for teleporting with those kinds of devices you can consider a “gaze” - prolonged viewing in same spot to trigger an action.
On PC nothing works to go back to the code , after I click the glasses button.
I am not able to write my XR code starting from babylon code or from documentation, it’s too complex, there are too many variants, everything is so confusing… I’d need a simple playground with just the ground, where I can walk around.
In the emulator, teleport does not work for cardboard, only for Oculus (using controllers lasers)
On real device, teleport does work for cardboard (using gaze)… and I do not own an Oculus.
Now I need to understand how to set the “timeout until gaze clicks the virtual button”.
Ah yes, I can’t find a parameter to set the time from when the gaze stops to when the teleport mesh is displayed.
Additionally, I just found another problem: if I look to a far point, it’s so difficult to keep the pointer static enough to trigger the shrinking, that I have to hold my breath and hold my head with hands! Not very comfortable , maybe a movement tolerance threshold, possibly variable with distance, could help the user.
I also found a “compass plugin” somewhere (can’t find the link right now) which made me think it could be a standard (but optional) implementation in Babylon VR/AR environment.
Both of those are configurable, but in a different module. The PointerSelection module, which is in charge of processing the input from controllers and headset:
Should be noted that the gazeModePointerMovedFactor is in CM. You could argue it should be based on distance from the camera as well, which would make me say you are probably right. Can be added as a future issue to tackle.