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  • »jeromebg« ist der Autor dieses Themas

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1

Mittwoch, 16. Oktober 2019, 18:18

Wrong hovering position with controller in webVR

Hi,
Playing with the very very Cool new vrcontroller feature in Oculus GO, thx for that Klaus.
There is a bug when hovering a hotspot if the depth is not the default one (1000).
Hovering area is perfect with depth=1000 but with other values the zone is not exactly the displayed hotspot.


I made a barebone here with 3 hotspots, depth 500 1000 and 2000 : https://www.360images.fr/barebone_depth/

Thx for looking

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2

Donnerstag, 17. Oktober 2019, 10:46

hum, after more test it seems the reactive area is correct, but as the controller pointer has a depth of 1000 it's visually strange when you point on a hotspot with a different depth, but I don't know if it can be solved...

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3

Freitag, 18. Oktober 2019, 11:06

A small video to show the "problem"
hotspot with depth=1000 is easy to select, one with depth=500 works ok as it's mire near than the pointer.
the one (last one) with depth=2000 is more far than the pointer so it's pretty hard to select.
https://www.360images.fr/com.oculus.vrsh…1018-105741.mp4

4

Freitag, 18. Oktober 2019, 11:32

hm..
thanks for getting into this jerome,
it kind of seems logical...

you could do a double hotspot setup
with a transparent, bigger one to catch the click
and a second scaled one for display only.

still that is complicated..
maybe klaus knows a better solution for this

index

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Freitag, 18. Oktober 2019, 12:20

Maybe this could be a solution:
I modified the size of the laser so you can see more clearly where you pointing to :
https://www.360images.fr/oculus2.mp4

Now I'll try to display the dot only when hovering a hotspot and modify the laser lenght too according to the hotspot depth.
Do you think this is a better solution ?

Tuur

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6

Freitag, 18. Oktober 2019, 12:46

Hi,

i'm also curious what would be a good solution.
I think a 'work around' can not be a serious option in this case.
I try to get my head around why this is happening etc... *cry*

During 'beta testing' the 1.20 version we found this issue when i was testing with the 'moving hotspots'.
I'm sure it is on Klaus' list.

Jerome, can you tell how you did the screen recording of the oculus?

Tuur *thumbsup*

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7

Freitag, 18. Oktober 2019, 12:52

Jerome, can you tell how you did the screen recording of the oculus?
Just click on Share in the menu and record a video ;)

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8

Freitag, 18. Oktober 2019, 13:58

Ok, I've updated the exemple with a "working" version according to me.
  1. I hide the dot and show it when ohvering a hotspot
  2. I have a longer laser and change it's lenght according to the hovered hotspot depth
here is a small video : https://www.360images.fr/oculus3.mp4

and the online exemple is updated if you want to try with your oculus : https://www.360images.fr/barebone_depth/

Let me know if you think it's easier to use ?

9

Freitag, 18. Oktober 2019, 14:03

Maybe this could be a solution:
I modified the size of the laser so you can see more clearly where you pointing to :
https://www.360images.fr/oculus2.mp4

Now I'll try to display the dot only when hovering a hotspot and modify the laser lenght too according to the hotspot depth.
Do you think this is a better solution ?


seems to work better here...
the question is why it didnt work at all for the smallest hotspot in the first video!

it is logical that the small dot has the depth of the hotspot, but at the same time the depth jump looks strange
i could also imagine not to do that, have the small dot always at depth=1000 and just change the color

edit: hm, probably doesnt work because it could be hidden behind the hotspot then *huh*

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Freitag, 18. Oktober 2019, 14:08

the question is why it didnt work at all for the smallest hotspot in the first video
it was working as expected but our eye was focusing on the dot at a depth of 1000 so it was hard to imagine the direction of the laser further away.

11

Freitag, 18. Oktober 2019, 14:44

ok right :)

then the display of the dot at depth=1000 can be confusing
and your solution (no dot, longer beam) is good!

did you do these changes in webvr.xml directly or patched through an own xml ?

Tuur

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12

Freitag, 18. Oktober 2019, 15:03

Seems he edited the WebVR.xml

mostly in the style: vrcontroller_light_and_point
and the action: vrcontroller_target_point

not sure if this is all.
(doing something else)

Tuur *thumbsup*

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13

Freitag, 18. Oktober 2019, 15:07

Yes in webvr file

14

Freitag, 18. Oktober 2019, 15:08

@jerome :
tx for pointing that out and finding a good solution
its these details, that make a good tour !

@tuur :
did you buy a quest? :)

Tuur

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15

Freitag, 18. Oktober 2019, 15:48

not yet, but soon.
I will become 50 in exactly one month. A good moment for a 'petit cadeau'.

I have a Oculus GO for now.

Tuur *thumbsup*

16

Freitag, 18. Oktober 2019, 18:03

ah.. you wont use the go ever again if you have the quest :)
super - hot .. *g*

17

Dienstag, 25. August 2020, 10:06

Hi everyone,

I have a rather similar problem, on several computers and browsers.
I have the cursor that is positioned badly on click hovers. Basically, it averages the cursor position of the 2 views/eyes.
The problem is present "natively", even on the online demos on the KrPano website.

Here is a capture: https://youtu.be/pS2eLRZlopY

18

Sonntag, 6. September 2020, 11:06

It's corrected/intended this way. When something is more near to the eyes, the stereo-separation becomes layers and this is what you see.
Just view in the VR ;-)

If you don't want that, adjust the depth values of the hotspots to large values (=very far away) or set it to off:
https://krpano.com/docu/xml/#hotspot.depth

Best regards,
Klaus