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<plugin name="video"
url.html5="%SWFPATH%/plugins/videoplayer.js"
url.flash="%SWFPATH%/plugins/videoplayer.swf"
pausedonstart="true" loop="false" volume="1.0" buffertime="1.0" playbackrate="1.0"
onloaded="add_video_sources();set(layer[skin_btn_vr].enabled,true);tween(layer[skin_btn_vr].alpha, 1.0);"
onvideocomplete="trace('end');loadscene(nextscene);"
/>
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Sorry, no idea at the moment... the latest krpano Mac versions was changed for OSX Sierra support, but should basically work back to OSX 10.9 (at least in my tests they do).and I receive from the Terminal this message: Illegal instruction: 4
What do you mean?OK for the testing server, but it would be interesting to open also the "tour-editor.html" file
I have the same inside a wrapped Titanium app. Everything opens fine and the video starts playing without a touch. As soon as I hit the VR button in the skin it will open the videos in a native overlay and when I click "done" it stays away. The videos will play inline when I switch rooms. Just the first click on the VR button seems to open all videos in the fullscreen overlayWe have updated to the latest release. WE can now play the pano video on iphone ios 10. However, for some reason once the user touches the screen, the native player is shown until the user hits done, the krpano video is playing again in 360 mode and functioning as expected.
Do you know a reason why the native player shows on first touch only?
Each video-instance would require a user-interaction like a touch to be able to start playing. That's a core non-krpano-related mobile limitation.I'm running 1.19-pr8, making a presentation for cardboardVR. I have 5 hotspots, in each a short inline video. I would like to have these videos play when using the crosshair cursor (during VR viewing), only they start playing after the screen is touched (both on android/ios) and not when the crosshair overlaps with the video. Is there a workaround for this?
Make sure that the krpano viewer and the videoplayer plugin are up-to-date. Then the native iPhone videoplayer shouldn't be used.I have the same inside a wrapped Titanium app. Everything opens fine and the video starts playing without a touch. As soon as I hit the VR button in the skin it will open the videos in a native overlay and when I click "done" it stays away. The videos will play inline when I switch rooms. Just the first click on the VR button seems to open all videos in the fullscreen overlay
Use renderer="css3d" for the <hotspot>.We recently wanted to update to PR8 (from PR3) but we found a problem with it. We have some hotspots that are rendered using canvas elements, and for some reason these do not show up visually. The hotspots seem to be there because their onover actions for example do work, but the graphics are not visible. The same code works in the PR3 version though. Any idea what might cause this, and if there's a workaround?
Make sure that the krpano viewer and the videoplayer plugin are up-to-date. Then the native iPhone videoplayer shouldn't be used.I have the same inside a wrapped Titanium app. Everything opens fine and the video starts playing without a touch. As soon as I hit the VR button in the skin it will open the videos in a native overlay and when I click "done" it stays away. The videos will play inline when I switch rooms. Just the first click on the VR button seems to open all videos in the fullscreen overlay
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »surfermedina« (17. November 2016, 01:10)
Sorry, it seems I have missed that...This question may have been asked before by forum user Virtuoza back in April, 2016, but I don't think it was addressed. My apologies if it was, and if so, could someone please direct me to the solution.
Right, that was the problem - the video pause call was only done on mobiles and tablets. The example will be fixed in the next release.In Line 99 of krpano_vr.xml, I noticed that the video event was ignoring desktops. So I added ".or.HTML5" to the code. Viola, problem fixed.

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »abuethe« (11. Dezember 2016, 19:26)
You need Steam, SteamVR and browser with WebVR-support (Chromium or Firefox Nightly). https://webvr.info/
I am using VR since 2014 with Oculus DK1 and DK2 with Krpano tours. But I recently bought an HTC Vive, and if someone could explain the way I can display a tour on this device, it would be very helpfull.
Best regards !