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License: Other
Croquet Microverse (Beta)
License: Other
In an effort to adopt more contributors...
behaviors could... replace ...
setup(){}
with start(o){o.active=false}
step(){}
with update(o){o._scale=[1,2,3]}
Helps THREE.js and Unity coders.
A strong case could be made instead for handlers to prefix with on
:
onUpdate()
onStart()
and new convenient friends...
onClick(o, inp){ if(inp.isLeft){o.scaleBy([.1,1,1])}; if(inp,isDoubleClick){ }; if(inp.keyDown.Ctrl){ } }
,
onHover(o, inp){ if(inp.justEntered){ }; if(inp.justExited){ } }
My hypocrisy (keep the old AND out with the old!) knows few bounds in cases where the old way is onerous as with Unity mousing.
Note: Unreal uses BeginPlay() and Tick()
Prior art Unity: MonoBehaviour
Start()
(in the UI, On Start
)
Update()
(in the UI, On Update
)
FixedUpdate()
LateUpdate()
OnDisable()
OnEnable()
OnTriggerEnter()
OnDestroy()
Note: first param = this of class i.e. onStart(o){o._active = false}
Such lays groundwork for functional composition patterns.
As long as a portal is open, Opera repeatedly crashes on my iPad. I don't experience this on other devices. Regardless of Opera vs Opera mini. The app says the iPad's is vanilla Opera.
On my Android phone, I either can just barely see and click the enter button on the touch screen or not at all depending on the browser and how I'm viewing Microverse.
I obviously can't enter Microverse if the button is unreachable.
The voiceChat=true Microverse crashed on all browsers on my iPad mini when a portal is open. Specifically when I look at the portal. It was originally just Opera that crashed before but I'm guessing the extra work to process the more complicated avatars is problematic enough for all of them to be affected.
You can use ctrl-click to rotate an object while using Firefox on Mac, but that's it. You can't drag an object around.
You can do both on other combinations. For example, Win10/Firefox or Mac/Chrome. But not Mac/Firefox.
You can drag objects around on iPad/Firefox too, but that has the problem where mobile devices can only drag because that's the only option available.
If Apple's "Metal" graphics API is on, Microverse worlds are oddly squeezed into themselves. I do not recall ever turning it on, so it could have been an automatic occurrence from an update? My system is from 2015, if that matters.
I can delete anything I can grab and move around with ctrl-click. This includes the portal buttons and object menu buttons. In these cases, I can make it very difficult if not impossible to open up a portal or delete the "delete" and minimize buttons.
I've experienced inconsistent results when presenting in Microverse between multiple devices. Including the presenter and audience breaking apart from each other. Sometimes the presenter goes through the portal while the audience is left behind, but the reverse has also happened.
I imagine lag only makes this worse, if it isn't the cause.
The notepad in the gallery doesn't seem to like the digital keyboard on touch screens for some reason. I can use physical keyboards just fine, including a tablet keyboard. But digital keyboards keep getting pulled down just as they pop up. Not allowing me to type anything in.
In my experience, opening portals on my iPad has led to three crashes. Going from the gallery to the factory in Edge and Opera, then going from the factory to the gallery in Safari. Safari also runs poorly the other way as well, but the crashes don't happen all the time.
Amazon Fire Tablet/Silk also has this problem, but that's probably because it's too weak of a device to handle the factory.
I can't use voice chat in Firefox on Android devices. I click the green button and it darkens a bit, showing I clicked it, but the button doesn't turn red and I can't use it to talk to anyone.
In https://croquet.io/dev/microverse/
-The control stick doesn't work well with being in the bottom-left corner.
-There is no FPS space for the QR code that I know of.
README.md file is currently incorrect
Current: 6. Point your browser to localhost:9864
.
Correct: 6. Point your browser to localhost:9684
.
These are essential methods to override so should be documented.
This does NOT work:
dataLocation: "./assets/3D/ArtGallery1.glb",
but this does:
dataLocation: "./assets/3D/ArtGallery1.glb.zip",
We should not require a file to be zipped to use it. I think this is an error.
Avatar url => "https://models.readyplayer.me/62fd66f93e172e005443e7cc.glb" is broken from ready player me's end. This needs to be replaced or removed from the code.
This code is on line 38 to 44 in src/settingsMenu.js
Current...
translateTo(v:Vector3)
rotateTo(q:Quaternion)
scaleTo(s:Vector3)
positionTo(v:Vector3, q:Quaternion)
Some naming possibilities...
moveTo(v:Vector3)
rotateTo(q:Quaternion)
scaleTo(s:Vector3)
poseTo(v:Vector3, q:Quaternion)
The "By"s
moveBy(v:Vector3)
rotateBy(q:Quaternion)
scaleBy(s:Vector3)
poseBy(v:Vector3, q:Quaternion)
It could be considered more of a QoL idea than an issue, but the avatar settings menu's right handedness option is on the left and the left handed box is on the right.
At the end of the main tutorial page https://croquet.io/docs/microverse/tutorial-Tutorial.html two tutorials are linked but both give a 404 error
Please revise mithos , in example pages error indice
On mobile devices, you can use the touch screen's button to move objects around. But there's no option to rotate objects around on a touch screen yet.
Am I missing something or this project is not working in WebXR? Any chance to explore play with this using a head mounted VR head set?
When I'm in the refinery world and moving the globe or the camera, especially, the frames drop pretty badly and Microverse shows lag issues that aren't a problem if I go to the factory and either mess with its globe or move the camera around while there.
Dragging and dropping a KTX2 (specifically ETC1S) texture compressed GLB into the test world causes all the textures to be white. DevTools/Ctrl+Shift+i/Inspector Panel - > Network - > basis_transcoder.js and basis_transcoder.wasm both are red with "Request URL: https://croquet.io/lib/basis/basis_transcoder.js Request Method: GET Status Code: 404" and "Request URL: https://croquet.io/lib/basis/basis_transcoder.wasm Request Method: GET Status Code: 404" respectively
If I have the ktx2 glb loaded in default.js, the textures appear just fine. Oddly, drag and drop KTX2 works here https://causeverse.io/horse-events/ that is also running Microverse version 9e5d9a8 commit or 0.7.5 . Please delete any placed objects immediately after testing in that space.
Test world: https://croquet.io/microverse/index.html?world=test&q=euc9ljrmvi#pw=a8uNQ5zkWjXK55IT1QVErw
Microverse Version: 6bba645 commit or 0.7.5
Windows 11 Laptop CPU: i9-12900H
Opera GX: Your version isLVL 5 (core: 101.0.4843.85)
Test Object: WaterBottleKTX2_ETC1S.glb
In the case of my iPad mini, scanning the QR code of a Microverse world brings up Safari but it doesn't successfully load up Microverse until I try it a second time.
My iPad pro doesn't have this problem. Maybe it's because my mini is a weaker device.
Left-Drag MouseLook feels Up/Dn and Left/Right backwards. (unlike all FPSs)
Right-Drag should also work for MouseLook & WASD activation (Roblox-ers & Unity-ers expectation)
Aside from loading the other world, Going through the portal can send my flying across the factory's hall. Just after my character unfreezes from just having travelled. It seems to happen when the control stick locks up with the rest of Microverse while it's (probably) loading the factory while inside of it.
The hills world of Microverse could use a mute button to turn off the ambient noises.
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