Expose OpenVR input devices as gamepads outside of WebVR presentation.
Reported by
eric.sch...@gmail.com,
May 16 2017
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Issue descriptionUserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.96 Safari/537.36 Steps to reproduce the problem: 1. unplug Vive HMD (usb/hdmi) 2. connect any HTC tracked object (tracker puck/std controller) via USB cable (or with dongle) 3. edit steam default.vrsettings value requireHMD from 'true' to 'false' (typically in the "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings" folder) 4. start steamvr 5. Open chromium with gamepadAPI and webvr enabled What is the expected behavior? it is expected that calls to navigator.getGamepads() will return connected and tracking tracked input devices. What went wrong? even after stimulating the controllers click, etc. The call returns an empty array 4 null controllers. It should return the connected and tracking input devices. Did this work before? No Does this work in other browsers? N/A Chrome version: 56.0.2910.0 Channel: n/a OS Version: 10.0 Flash Version: being able to use tracked inputs devices on system that are not presenting in VR seems is a valid use-case. we are building a system utilizing a browser and locally connected tracked object to visualize in 3d (not VR) and relay data to other system(s). it seems that the gamepad API should be fully independent of the webVR getVRDisplays type functionality.. meaning in the ideal solutions would mean that calling navigator.getGamepads() should work 1) without a VR compositor present see related issue for firefox posted here: https://bugzilla.mozilla.org/show_bug.cgi?id=1365114
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May 18 2017
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May 18 2017
Note that many VR input devices don't support being used while the headset isn't active, so many devices will have to be tied to webVR presentation. We should consider supporting these tracked devices on a case-by-case basis independently from what we support while in VR, but this is definitely lower priority than getting more devices working while in VR.
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May 21 2018
This issue has been Available for over a year. If it's no longer important or seems unlikely to be fixed, please consider closing it out. If it is important, please re-triage the issue. Sorry for the inconvenience if the bug really should have been left as Available. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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May 21 2018
I don't think we will be changing this behavior for WebVR, given that the focus is now on WebXR. Closing as WontFix. |
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Comment 1 by eric.sch...@gmail.com
, May 16 2017