WebXR and Canvas

Hi! This is my first time posting here. I have built a VR project using three.js and a canvas element. I have only tested it on a Google Daydream headset and I would be keen to hear how it runs on other headsets (if it works at all!) Any other feedback greatly appreciated.

https://www.lynchbyte.com/03_wbp/wbp.html


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Hi!! Your project is really cool!!! However, I wasn’t able to make it work… I used the following controller:

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Oculus Quest 2 here. Works fine. I like it. I was able to draw on the white canvas. Here are some suggestions for improvement:

  1. When you point to something, the ray goes through it and continues behind it. Suggestion: the ray must stop where it hits an object. It might be good if the hit point is marked by a small sphere (or something else). This make it much easier to see what is being pointed.
  2. When drawing, it might be better to smooth the curve. Now, when I move the ray at normal speed, the drawing is shown as a chain of abruptly connected segments. Suggestion: spline the trajectory of the cursor.
  3. Only my left controller showed a selection ray. The right one was just staying unused. Suggestion: allow both controllers to be used.
  4. I tried several times to pick and use one of the pencil, until I realized they are just a part of the decor. Suggestion: Make interactive elements react, so users will know where to click.
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thanks Pavel, I hope to get back to this one day and make a controller free version.

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thanks Jessyca. I hope to re-visit this one day with a controller free version. What controller is that? I was using a Daydream.

Hi Shauna, this is a controller that comes with a generic headset I bought. Here’s a link: