I want in an aframe game continuous moving to the viewport of the camera. I used the code from here:
In my desktop browser (not vr mode) it works pretty well, but when I am switching to the vr-mode the moving doesn't work...
Here is an exampe of what i have:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>360° Image Browser</title>
<script src="https://aframe.io/releases/0.7.1/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-extras.ocean@3.13.1/dist/aframe-extras.ocean.min.js"></script>
</head>
<body>
<a-scene>
<!-- sky + ocean -->
<a-sky radius="100" src="http://2.bp.blogspot.com/-ELqPrSgPbGU/Vcnw54n7Q1I/AAAAAAAAGdk/rcfkvjlMNqI/s1600/PANO_360Test09.jpg"
position="0 -6 0 "></a-sky>
<a-ocean width="200" depth="200" density="200" position="0 0 0"></a-ocean>
<!-- camera + cursor. -->
<a-camera id="camera" position="0 20 80" fly wasd-controls-enabled="false" look>
<a-cursor id="cursor" color="black"></a-cursor>
</a-camera>
</a-scene>
<script>
// document.querySelector("a-scene").enterVR();
AFRAME.registerComponent("fly", {
schema: {
stepFactor: { type: "number", default: 0.1 },
isFlying: { type: "boolean", default: true }
},
tick: function () {
if (this.data.isFlying) {
this.el.components.camera.camera.parent.position.add(
this.el.components.camera.camera
.getWorldDirection()
.multiplyScalar(this.data.stepFactor)
);
}
}
});
</script>
</body>
</html>
you can turn on the vr mode in the script by removing the commit
Anyone an idea?
I'm not entirely sure what happens when you switch to VR mode (in regards to the camera element), but trying setAttribute seems to make it work:
https://glitch.com/edit/#!/a-frame-move-camera
tick: function () {
if (this.data.isFlying) {
let newP = this.el.components.camera.camera.parent.position.add(this.el.components.camera.camera.getWorldDirection().multiplyScalar(this.data.stepFactor));
this.el.setAttribute('position', newP)
}
}