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[BUG] Examples no longer work on Oculus with A-Frame 0.7.1 #55
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Same for Gear VR. |
Same here on Rift. |
I have the same problem (using React/Node.js), even after following the fix from issue #18. I load both aframe 0.7.1 and teleport controler locally from their dist folders in my index.html and I still get the same warning: Default value
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The examples don't work for me either and I am also having the same issue simply trying to follow the Minecraft demo in A-Frame's docs. I can't get the teleport component to work with anything greater than Aframe v0.5.0 Here is a CodePen to demonstrate the problem Just comment out v0.5.0 and un-comment v0.7.1 and the teleport stops functioning and you also get the warning message mentioned above in the console:
I have cloned a copy of A-Painter to run locally and that works fine but I have no idea what they are doing to fix this bug. I have also tried a blank project locally installing both A-Frame and the teleport controls via npm and setting up a basic scene with a ground and using the camera rig example from your readme which hasn't worked and displays no controllers even.
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If you run into this problem, as a temporary hack I suggest you to use in your project the a-frame and teleport-controls contained into the a-painter project and then add a script to perform the controllers mapping. Have a look to this glitch project of mine https://glitch.com/edit/#!/teleporttouchhack . Notice that I imported in a "vendor" directory the files from a-painter and then I created a mappings.js file that I load at the end of index.html. That was enough to see my teleporting working on my Oculus Rift! I think the reason is a complete mess between the a-frame and teleport-controls version. I hope that @fernandojsg will fix it soon |
For the rift the issue seems to be related to a change in the oculus touch button names: The default button for teleporting is 'trackpad'. I assigned a different button for the teleport controls as mentioned in the instructions: 'You can also use the trigger button instead of trackpad button by adding button: trigger.' and this did work for me. By checking the latest build of aframe I saw that for oculus touch 'thumbstick' is used instead of 'trackpad'. So if you really want to use this button and your using your own build of 'aframe-teleport-controls.js' you could replace 'trackpad' with 'thumbstick', like so: button: {default: 'thumbstick', oneOf: ['thumbstick', 'trigger', 'grip', 'menu']}, |
Very interesting, thank you for your insights! |
Any movement on this? I am currently getting "input-mapping: No mappings defined for controller type: vive-controls" in the basic example |
Would love to use this with aframe 0.8.2 and daydream but examples not working :( |
I'm running into the same issue described above with Vive controllers. The controllers show up and appear to detect me pushing buttons, but the teleport ray never appears. This happens in this repo's examples, as well as my own project. |
I get the same thing.. aframe-input-mapping-component.min.js:277 input-mapping: No current input mapping defined. I'm going to check to see if its fixed for A-Painter which seems to work and try to figure out the issue. It seems to be related to trying to use input-mapping to remap the events to various controllers. If I take out the aframe input-mapping component the teleport component will work, but adding remapping seems to break it. |
I can't seem to get the teleport line to activate when using Oculus Touch controllers. I'm viewing the default examples at: https://fernandojsg.github.io/aframe-teleport-controls/ and it seems to be a problem with all controllers.
The controllers do appear, but no arc or line is projected from them.
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