Reputation: 23
I'm working on a research project employing A-Frame. Although the documentation for A-Frame suggests using the hand-controls component to abstract Oculus Touch and Vive controllers, the implementation as listed in the documentation doesn't seem to work with the latest iteration of A-Frame.
Because we'd like to make a sustainable build, I'd rather not use an earlier version that plays nice with hand-controls (currently using 0.9.0); however, I'd also like to employ the officially supported A-Frame components in solutions where possible. Is there a new implementation not listed in the docs? The write-up for hand-controls looks like it was last updated at least 2 years ago.
I'd just thought I'd ask for tips before employing my own solution. The oculus-touch-controls component seems to be functioning fine (I haven't tested vive-controls yet), so I plan on developing my own solution if hand-controls is broken in the current build.
source from A-Frame: https://github.com/aframevr/aframe/blob/master/src/components/hand-controls.js
documentation from A-Frame: https://github.com/aframevr/aframe/blob/master/docs/components/hand-controls.md
listing in API documentation on A-Frame site: https://aframe.io/docs/0.9.0/components/hand-controls.html#sidebar
Thanks!
Upvotes: 1
Views: 200
Reputation: 13233
Just posting full answer, this is a bug fixed in latest versiosn of A-Frame post 0.9.0. 0.9.1 with fixes will be released soon.
Upvotes: 1