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Interface & Controls Experiment for WebVR

Sandbox for writing shaders, exploring new interaction patterns in VR, optimizing performance and workflow.

Supported devices:

  • Desktop
  • Mobile
  • Cardboard
  • GearVR
  • HTC Vive

Soon

  • Oculus Touch
  • Daydream

Demo

link (soon)

ToDOs:

  • General cleanup/refactor

  • Refactor webpack dev/production code

  • Notification for controller not detected (GearVR + Vive)

  • Add Intro screen

  • Pre-Loader for assets

  • Add texture and shadows to the floor 6dof

  • All objects are Audio targets

  • Include basic GearVR Gamepad controller

  • Compass 2D/dekstop version with svg and css rotations

  • SVG/2D implementation is very shakey

  • Add Vive Controllers

  • Setup ControlsManager

  • Setup InterfaceManager aka Compass

  • Rethink Label 2D compass

  • Build event sniffer for not creating duplicates (would be resolved by making touch == crosshair controls).

  • Make TouchControls based on CrosshairControls like GearVRControls?

  • Move PixiJS texture to custom shader rather than using MeshBasicMaterial (Didn't work first try)

  • Create all labels beforehand and not during runtime.

  • Canvas texture drops FPS significantly. (replaced by custom shader)

Credits:

ThreeJS, PixiJS, WebVR-Polyfill, WebVR-Manager

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