Daydream Controller doesn't return a gamepad.pose when running locally. |
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Issue descriptionUserAgent: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/67.0.3396.99 Safari/537.36 Steps to reproduce the problem: 1. Ensure https://threejs.org/examples/#webvr_dragging works properly with the daydream headset and controller. 2. Copy example to a local server. 3. Local copy fails to work because the Daydream Controller's associated "gamepad" object doesn't have a .pose component. What is the expected behavior? I expect to have the pose component available to access position and orientation data from the controller. What went wrong? The "pose" component (or GamepadPose object) is missing when running the code from a localhost. Did this work before? N/A Does this work in other browsers? N/A Chrome version: 67.0.3396.99 Channel: stable OS Version: Flash Version:
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Jul 23
Thanks for filing the issue! As per comment# 0 from the reporter, to test and confirm the issue it needs 'Daydream Controller' device, as ET team doesn't have 'Daydream Controller' device, hence adding "TE-Hardware-Dependency" label to it and requesting someone from the Dev team have a look at this issue. Tentatively adding Blink>Bluetooth component to it. Thanks!
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Jul 25
The Gamepad.pose attribute is part of the GamepadExtensions feature which is still behind the --enable-experimental-web-platform-features flag. The example code on threejs.org has an origin trial tokens for "WebVR (For Chrome M62+)", "WebXR Device API" and "WebXR Gamepad Support" which is I believe why this example works there. More info on WebXR status: https://developers.google.com/web/fundamentals/vr/status/ Closing because this working as intended. |
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Comment 1 by krajshree@chromium.org
, Jul 22