I have the following code:
...
camera = new THREE.PerspectiveCamera(75, screenRatio, 1, 10000 );
camera.position.z = -10; // position.set(0, 0, -10) also not working.
controls = new THREE.VRControls( camera );
effect = new THREE.VREffect( renderer );
effect.setSize( window.innerWidth, window.innerHeight );
...
VRControls are working in sync with the accelerometer, but I can't change the cameras position. It seems stuck in the origin point (0,0,0). It was working just fine before applying VRControls and VREffect.
Found the solution inside Sechelt demo from Mozilla VR Team demos. I'll put here a code snippet as reference for other VR beginners.
Adding the camera to a group instead of updating the camera position directly is the way to move the camera.
var scene, renderer, cameraRatio, camera, controls, effect, dolly;
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
cameraRatio = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera( 75, cameraRatio, 1, 1000 );
controls = new THREE.VRControls( camera );
effect = new THREE.VREffect( renderer );
effect.setSize( window.innerWidth, window.innerHeight );
// This helps move the camera
dolly = new THREE.Group();
dolly.position.set( 0, 0, 0 );
scene.add( dolly );
dolly.add( camera );
...
// Of course, there should be lights, objects, etc
}
function animate() {
dolly.position.x += 0.1;
controls.update();
effect.render( scene, camera );
}
init();
animate();