Oh. That’s good to know. I guess. (either I missed that or no documentation says or implies that)
Let’s see. I am sorry to say that based on my experience last month I am 60% of the way to giving up on BJS when it comes to webxr (and webxr features are on ice for the time being). But I am not here to criticize but to try to help. While responsiveness and attention from the core team has been excellent (and you should know you guys are awesome), the code & documentation quality has been below a certain bar, sadly (in most of the few areas of BSJ that I used, but more so in the webxr - in my experience and in my opinion; and that is only my opinion).
With that, I have a few things.
in that playground i linked above, if I turn both hands with open palm towards the camera and move them around after the crate mesh is attached to a HandConstraintBehavior
(and after that mesh had flown away), the mesh does not return into the field of view and does not start following any of the hands. Is that still the expected behavior given the code in the playground? If so, well then, what should the user do with their hands for the mesh to follow a hand if the mesh is attached to a default instance of HandConstraintBehavior
as that playground does?
Speaking more broadly about BJS as a combination of the code and documentation. As a BSJ user, I believe I read all the documentation there is on HandConstraintBehavior
, briefly reviewed its code, then came up with that sample code to see how it works. I observed what I considered was a bizarre behavior and thought that HandConstraintBehavior
must be broken; and I gave up (though I already knew that many things in BJS are broken and still had hope in it so I filed this bug – falling days behind in delivering whatever features I intended to).
It seems that either a) I missed something important or simply lack competence necessary for basic usage of BJS or b) the combination of the HandConstraintBehavior
code and documentation is inadequate/broken … or c) a bit of both, I guess.
@RaananW , do you think we have more of (a) or more of (b) here? Please be honest; I promise I won’t take offense.
If there is much of (a) going on, can you point me to where I went wrong? I would like to learn. I.e. if the code I came up with is a poor first attempt at using HandConstraintBehavior
, can you guide me on how I could possibly come up with a better one, given the documentation (even after an improvement)?
On the other hand, if there is much of (b) going on, i.e. if the combination of the code and documentation is basically broken and leads most reasonable users to dead ends as they try to use many of the BSJ features (which has been much of my experience, I am sorry to say), then … doesn’t that warrant an urgent refocus of the team to this aspect of the project?
With
and appreciation.