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Oculus controller models don't load in XR

See original GitHub issue

Bugs

Repro playground: https://playground.babylonjs.com/#AM07G2#42

I tested with an Oculus Quest headset. When you enter XR (by clicking the GUI in the scene), you’ll notice that the models for the controllers disappear, and inputs such as teleporting are broken.

Additionally, the gamepadController on the WebXRController object is undefined.

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Comments:5 (3 by maintainers)

github_iconTop GitHub Comments

1reaction
mlvizcommented, May 22, 2020

Assuming you were talking about the motion controller manager… Actually my problem was not directly with the motion controller manager but was similar to https://forum.babylonjs.com/t/web-xr-experience-not-working-in-babylon-4-1/9415, so more to do with the fact that there is a dependency with the babylonjs-loaders. I simply had to add: import 'babylonjs-loaders'; to my main typescript file to solve it. (I didn’t have any loader before since I create my meshes procedurally in glsl).

0reactions
RaananWcommented, May 21, 2020

The moron controller manager should actually be included in your project automatically, this is why you get the generic controller. You can always load the oculus model directly (webXROculusTouchMotionController.ts) but the profiled moron controller should be working out of the box. Did you turn off the online repository?

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