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Problems integrating aframe-extras, to obtain collisions and player rotation. (nav-mesh or static-body). #193
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I'm not very familiar with aframe-extras unfortunately. It might help other folks answer this issue if you make a glitch.com example project. |
Hi Hayden , https://github.com/deskmath/NavmeshRotationavatar https://glitch.com/edit/#!/caseta?path=public%2FferiaAvatar01.html%3A1%3A0 I need to put physics in the project and static-body is deprecated, and the nav mesh option is the most recommended, but when integrating it in the movements it produces an error, in this project that I share I have had to separate that part in the player . thanks and great work. |
I'm experiencing the same rotation-tracking issue with a-frame extras. I'm currently looking into a potential solution. Edit: I did a bit of debugging @haydenjameslee @deskmath, and it doesn't seem like this will be an easy fix. It would be nice to be able to use NAF with a-frame extras 😄 |
I was able to successfully integrate physical system only with older versions of the a-frame. A-Frame version 0.7.0 and aframe-extras version 3.13.1 |
I do know there were breaking changes in how the camera was handled (in regards to rotation) in Aframe 0.8. That may be related. |
This discussion is quite old now and the glitch you shared @deskmath doesn't exist anymore. |
I use aframe-extras and physics in mine. Unfortunately, A-Frame itself uses a version of THREE that breaks all the physics libraries, but it tentatively worked for me, though I haven't deeply tested this yet. I also wasn't yet using anything to constrain to nav mesh. However, that in itself shouldn't cause a problem, I think. I would like to build up an NAF demo that has physics with it as a kind of 'multi-user A-Frame starter kit' down the road. |
If you didn't see it, I started an example with the ammo driver #270 any contributions are welcome. |
I didn't do any project that uses navmesh with aframe-extras movement-controls component, so I can't help with this. You may be interested in Ada's simple-navmesh-constraint component as an alternative to aframe-extras movement-controls. |
I am trying to integrate physics in my project, the best option is using nav-mesh but when integrating "movement-controls =" constrainToNavMesh: true "in the player it gives error:
aframe-extras.min.js: 1 Uncaught TypeError: Cannot read property 'object3D' of null
at i. (aframe-extras.min.js: 1)
at i. (aframe-extras.min.js: 1)
at HTMLElement.tick (a-scene.js: 709)
at HTMLElement.render (a-scene.js: 759)
at bind.js: 12
at f (three.js: 24686)
at e (three.js: 15038)
The first option was to integrate static-body but I had to remove the camera from the player and lost the possibility of seeing the player rotate.
Is it possible to integrate aframe-extras within the player? and be able to use physics and have the position and rotation of the player?
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