In this application floors are used to define areas where user is allowed to go within the scene. The combination of one marker and number of floors then gives user the ability to roam around the scene and explore. These floors however do not define borders beyond which user is no longer allowed to move. Users physical movement within their room will not prevent them from walking through walls or static objects.
To make this process of limitation easier, you can import these floor definitions from software of your choice in GLTF format. Users them will interact with them through change location process. Right hand controller as primary designation. By default users up-right orientation will adhere to Y axis of the entire scene. However, we build an option that will allow you re-orient user in the direction of floors’ normal vector. Should you choose to use it. You’ll be able to find it marker component and flag that activates this is called mcescher.
Left squeeze – Options / Exit menu
Right trigger – Next location
Right trigger + squeeze – Confirm new location
--- Header --- <link rel="stylesheet" href="/vr/vr_css/styles.css"> <script type="module" src="/vr/vr_build/dopevr-core.esm.js"></script> <script nomodule src="/vr/vr_build/dopevr-core.js"></script> --- Body --- <scene-dom id="main-vr-dom"></scene-dom> <scene-clock clock-name="rand1" app-fps="100"> <scene-vr dom-id="renderbox"> ... <three-env-group> ... <three-gltf-marker path="/vr/vr_assets/shared/" name="indicator.glb" dynamic mcescher></three-gltf-marker> <three-gltf-floor path="/vr/vr_assets/tech-demo/steps/" name="floor_v2-1.glb" visible></three-gltf-floor> </three-env-group> ... </scene-vr> </scene-clock>