new to VR - have a problem

07 January 2017 05:20
Taking my first try at modifying a scene to view thru Oculus Rift, I added what I think is the necessary code; however while I see a stereo image in the resulting app on my browser, when I try to view the scene thru my Rift I get a frozen hourglass, blackness, sometimes a broken image, or I get kicked back to the starting VR room. Any idea what I've done wrong?
07 January 2017 15:55

Could you try to start this b4w VR example, please?

You can find this demo in SDK. You need to open main JS file (PATHTOSDK/apps_dev/space_disaster/space_disaster.js

The first requirment to get VR is correct setting stereo params in the m_app.init function:
        canvas_container_id: "main_canvas_container",
        callback: init_cb,
        console_verbose: true,
        show_fps: show_fps,
        assets_dds_available: !DEBUG,
        assets_pvr_available: !DEBUG,
        assets_min50_available: !DEBUG,
        // NOTE: autoresize doesn't work with VR-mode in GearVR, bcz there is
        // a GearVR problem!!!
        autoresize: true,

        // change scene graph
        stereo: "HMD"

Take a look at the stereo: "HMD" line

The second one is calling m_hmd.enable_hmd(m_hmd.HMD_ALL_AXES_MOUSE_NONE);
function load_cb(data_id) {
    if (m_hmd.check_browser_support()) {
         var container = m_cont.get_container();
         container.addEventListener("click", function(e) {
        // go to VR-mode in case of using HMD (WebVR API 1.0)

If your browser supports WebVR API 1.0, you can enable rendering in your device only with user action, mouse click for example
Blend4Web developer
09 January 2017 07:38
OK, I'll poke around at this and see what happens. I'll have a followup question once I get this puzzled out.
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