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dive's Issues

Question: Costtable

HI, first of all to say, i love yuka, great library! Last year I was playing with it making a game from shooter example http://gamestudiohx.com/bata/som/entity/shooter/ , and since i saw dive and all new features, i wanted to implement navmesh and some other cool stuff you've added since...
I wanted to ask how do you make costtable json for navmesh. Is there a tool for that or if you can give me some directions.
Thanks

skeletons are not synced right when the scene moves

Hi @Mugen87, thanks for your help, I've made the VR controls working.

I found that when the scene was moved, everything including the meshes was synced correctly except the skeletons. Since the hitboxes were bound with the skeletons, they didn't follow the game entities position under this situation.

https://raw.githack.com/Mugen87/dive/master/app/index.html It can be seen by turning on the skeletonHelpers and using I, J, K, L keys to move the scene. You can see the skeletons get double position changes from the scene position.

Test WebXR

Hi @Mugen87

I forked your awesome project, updated the dependencies, and gave WebXR a try. https://raw.githack.com/shenzhuxi/dive/master/app/index.html

I found that the default visible distance of the VR camera is very short. I tried to use updateRenderState() before this.renderer.render( this.scene, this.camera ); in https://github.com/shenzhuxi/dive/blob/master/src/core/World.js, but it didn't work. But I can do it in https://github.com/mrdoob/three.js/blob/master/examples/webxr_vr_ballshooter.html before renderer.render( scene, camera ). Did I miss anything specific settings in dive?

Another small issue, skeletonHelpers can't be seen in VR. Maybe I should create an issue in three.js.

BTW, I just moved the whole scene to make the VR camera inspect the moving bot.

        let bot = this.entityManager.getEntityByName('Bot0');
        if (bot) {
            var v = new Vector3();
            v.copy(bot.position);
            this.scene.position.set(-1 * v.x , -1 * v.y, -1 * v.z);
        }

Can you let me know what's the best practice to do it, please? Maybe something like function syncCamera( entity, camera )?
Thanks.

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