Having worked hard at A-Frame for another week, I realize now my first impressions were understated. A-Frame code is awful. I wouldn't wish it on my worst enemy. I tried the demo on my Oculus Go again, and it did load. (In experimenting with A-Frame I sometimes ran into the infinite-black-loading-screen issue there too; reloading the page and trying again usually fixes it.) Unfortunately the tracking is pretty awful. As I move my head, the world jitters and jumps around. @whoyee, have you seen this? Any idea what's going wrong there? Also, wishful thinking here, how would we go about getting the controller inputs?
Thanks for posting this, Denis. I have been playing around with the same Mozilla assets which I got directly from their git repository, but I am having severe tracking issues on the OculusGo with even the simplest scenes. I feel like your roller coaster demo has somewhat better results. Did you modify any of Mozilla's code or their webvr.js templates to improve your performance?
I see in build folder with webvr, it doesn't give out a html file,please give some context on how to get the already build folder to run in browser, and further if -how to put it on web/host it? The only way I've been testing it currently is with option 'build and run' in unity which automatically launches mozilla after build. thanks, sz // Ω
I have been working on a WebVR project for a while and i'm unable to make it work on iOS device. No browser is supporting WebVR on iPhones. Please, any expert put some positive light on this issue asap.