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I have created simple AR demo with portal - it works fine in web browser with AR disabled. Portal renders object placed in paralell scene and when I move arround it doesn't change position (as intended).
When I move to AR and launch this app on my phone strange things are happening. It seems like portal is rendering stuff based on my phone position. I have added a THREE.CameraHelper to see what is going on and it seems that XR takes control over my other-dimension camera and snaps its position and rotation to my device position and rotation.
I thought that maybe it just takes first camera created from code and sets is as an XR camera which is used to displaying thus I have created another dummyCamera. It turns out that no matter how many cameras I create (these cameras aren't even on current THREE.Scene), XR always takes control over them and snaps them to device transform
On PC with AR disabled I can see cameras' wireframes by using THREE.CameraHelper and on phone I can just see this helper stick to my position. How do I tell XR not to control cameras?
The text was updated successfully, but these errors were encountered:
I think Three.js should check if the camera that it wants to update is the state.camera and not just any camera. I'll think about it a bit more and submit a PR, if it checks out.
I have created simple AR demo with portal - it works fine in web browser with AR disabled. Portal renders object placed in paralell scene and when I move arround it doesn't change position (as intended).
When I move to AR and launch this app on my phone strange things are happening. It seems like portal is rendering stuff based on my phone position. I have added a
THREE.CameraHelper
to see what is going on and it seems that XR takes control over my other-dimension camera and snaps its position and rotation to my device position and rotation.I thought that maybe it just takes first camera created from code and sets is as an XR camera which is used to displaying thus I have created another
dummyCamera
. It turns out that no matter how many cameras I create (these cameras aren't even on currentTHREE.Scene
), XR always takes control over them and snaps them to device transformOn PC with AR disabled I can see cameras' wireframes by using
THREE.CameraHelper
and on phone I can just see this helper stick to my position. How do I tell XR not to control cameras?The text was updated successfully, but these errors were encountered: