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altspacesdk's Issues

V20 Battlegrid - dragging issues

Dragging objects in the battlegrid app seems to have some issues. The basic error is that the objects disappear while being dragged around, however how this manifests seems to be slightly different in the two places the app is running in: Gaming Space and Admin Tavern. In the former, the tiles disappear as soon as they touch the board; in the latter they tiles disappear if they are moved towards the edges of the board.

Mouse-up event missed on drag-and-drop

@L33TRice reported that in the DnD app, when dragging sometimes the cursor "escapes" the object and if the mouse-button is released, the drag will still continue. Possibly because we are listen for the mouse-up event on the object being dragged, which is no longer under the cursor.

Please remove the THREE.js requirement for including altspace.js

Currently you have to include three.js even if you don't have 3D elements.

<script src="http://sdk.altvr.com/libs/three.js/r71/build/three.min.js"></script>
<script src="http://sdk.altvr.com/libs/altspace.js/latest/altspace.min.js"></script>

Ideally you could just include altspace and make use of the firebase connection for interesting 2D applications in VR.

network sync request

I think it's important we provide our sync libraries in a way that people who use our APIs to build apps are not (technically or conceptually) coupled with firebase. I can see us wanting to retrofit a firebase-like API on top of photon, for example, and have apps switch over to using our own servers without any code changes. I think it might be a good idea to make the sync library not explicitly be "firebase sync" but instead just be cast as "object sync" (analagous to a PUN photon view that syncs transforms) and incidentally use firebase for now (which we can mention in the documentation.) Thoughts?

Chess not responding properly to cursor interaction

from @gfodor 6/19/15: also there are two mouse cursor issues, one of them is that the cursor doesn't react at all, and one of them is the highlighted item is wrong (these might be the same underlying bug but i've noticed both things happening) in this case just now it was the cursor not reacting at all

from @ttwu 6/19/15: for the chess app, I just saw the weird thing again where my interaction with it was a few seconds behind. I used to see it catch up after a while but this time it never did, and I was playing with it for a few minutes.

if you beam a holographic app before it has loaded an object it will go to a 2d enclosure

reported by @GavanWilhite 6/12/2015. We brainstormed possible solutions:

  • beam check at BrowserApi line 99.
  • create a 'Used' flag in ThreeJS Api (needs to be cleared in Clear when the page changes). whenever a load starts, could get the flag flipped early enough to be less of an issue
  • have loading screens that say 'wait until loading is complete before beaming', but the issues is we won't know if the objects are necessarily done loading in threejs
  • do something with the meta viewport tag in HTML
    <meta name="enclosure" content="holographic">

App loading taking >2 minutes

On the Asus laptop in the office (780M GPU, good CPU and RAM), loading any of the apps takes >2 minutes, and the client is frame-locked the entire time. This seems substantially worse than the frame-lock time on other machines.

OBJMTLLoader does apply crossOrigin to MTLLoader

altspace.utilities.shims.OBJMTLLoader does not propagate the crossOrigin property to MTLLoader and OBJLoader. See below for proposed fix:

var OBJMTLLoader = (function () {
        value: function load(objFile, mtlFile, callback) {
            var mtlLoader = new THREE.MTLLoader();
            >>> mtlLoader.setCrossOrigin(this.crossOrigin); <<<

No mouse cursor shown on Desktop Version using Windows 10

Not sure if you want bugs here or elsewhere.

My mouse cursor does not show while using the Desktop version (read: no headset). I'm using Windows 10. I'd like to show some friends your app but they're not going to be using headsets.

room id 1000 range

Is there a reason we used a max room id of 1000, and aren't worried about collisions?

Puppets App Firebase Permission Denied

When running the puppets app, the debugger shows that firebase is having permission denied issues:
'FIREBASE WARNING: set at /PuppetShow/rooms/-Jt0wLWAAo84DHrIRL-T failed: permission_denied' in firebase.js, line 19, as well as 'firebase error' with code: "PERMISSION_DENIED" in FirebaseSync.js, line 817.

Create synced objects after initial load

Add functionality to create/sync networked objects after initial load, so that the entire scene doesn't need to be "pre-loaded". This should help reduce startup lag for scenes with many objects and just be overall useful.

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