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jeromebg

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1

Wednesday, October 16th 2019, 6:18pm

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

jeromebg

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2

Thursday, October 17th 2019, 10:46am

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...

jeromebg

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3

Friday, October 18th 2019, 11:06am

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

Friday, October 18th 2019, 11:32am

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

jeromebg

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5

Friday, October 18th 2019, 12:20pm

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

Friday, October 18th 2019, 12:46pm

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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jeromebg

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Friday, October 18th 2019, 12:52pm

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

jeromebg

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8

Friday, October 18th 2019, 1:58pm

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

Friday, October 18th 2019, 2:03pm

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*

jeromebg

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10

Friday, October 18th 2019, 2:08pm

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

Friday, October 18th 2019, 2:44pm

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

Friday, October 18th 2019, 3:03pm

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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jeromebg

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13

Friday, October 18th 2019, 3:07pm

Yes in webvr file

14

Friday, October 18th 2019, 3:08pm

@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

Friday, October 18th 2019, 3:48pm

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*
http://www.virtualtuur.com
Skype:studiotuur

16

Friday, October 18th 2019, 6:03pm

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