New issue
Advanced search Search tips

Issue 835440 link

Starred by 3 users

Issue metadata

Status: Duplicate
Merged: issue 826714
Owner:
Closed: Apr 2018
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Windows
Pri: 2
Type: Bug
Proj-VR
Proj-XR



Sign in to add a comment

Oculus Rift for WebVR + Gamepad API Exhibit Irregular Behavior

Reported by j...@with.in, Apr 20 2018

Issue description

UserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/66.0.3359.117 Safari/537.36

Steps to reproduce the problem:
1. Go to https://threejs.org/examples/?q=vive#webvr_vive_dragging or https://www.with.in/watch/under-neon-lights/
2. Hit the "Enter VR Button"
3. See Controller placed in the virtual world
4. Move hands around and see Controller is paired to position quite well for 6do
5. Pull the trigger and let go.

What is the expected behavior?
On https://threejs.org/examples/?q=vive#webvr_vive_dragging the expected behavior is to click and drag objects in the 3D virtual space.

On https://www.with.in/watch/under-neon-lights/ the expected behavior is that the experience starts.

What went wrong?
Pulling the trigger doesn't fire the intended button on / button off events expected from the Gamepad API.

I file this under the WebVR API because initiating presenting to HMD and exiting presenting from HMD triggers the button event from the Gamepad API. This was confirmed in the Under Neon Lights example because as soon as you take off the headset the experience starts.

Did this work before? N/A 

Does this work in other browsers? Yes

Chrome version: 66.0.3359.117  Channel: stable
OS Version: 10.0
Flash Version: 

This works on Firefox and MS Edge stable candidates.
 

Comment 1 by sko...@chromium.org, Apr 21 2018

Cc: bajones@chromium.org ddorwin@chromium.org
Owner: billorr@chromium.org
Status: Assigned (was: Unconfirmed)

Comment 2 by j...@with.in, Apr 21 2018

Slight update. Vive on Windows 10 and chrome 66 works fine
Mergedinto: 826714
Status: Duplicate (was: Assigned)
This is 826714 - fixed for M67.  Not merging back to M66, as there is a workaround of using the OpenVR flag instead of Oculus.

Comment 4 by j...@with.in, Apr 23 2018

billorr@ should we be using the OpenVR Flag instead of the Oculus then? So in total, enabled flags should be:

+ WebVR API
+ Gamepad API
+ OpenVR

?
Yes, that should be all the flags you need.

Note that if the page has a valid origin trial for WebVR, you won't need the WebVR or Gamepad flags.  In this case, only the OpenVR flag will be necessary.

Comment 6 by j...@with.in, Apr 23 2018

holy moly, that is rad! Thanks. We've verified on our end.
Components: Blink>WebXR

Sign in to add a comment