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Re:GuriVR – Describe your VR experience and the editor will ... by rvanniekerk on Wednesday November 23, 2016 @01:22PM (#13024555)
But you are in 3D space, hence your view rotating in the direction that you drag the mouse (think first person shooter, you wouldn't invert controls for that).
Re:GuriVR – Describe your VR experience and the editor will ... by eridius on Wednesday November 23, 2016 @01:26PM (#13024594)
In an FPS you don't hold the mouse button down to change your camera. In an FPS the cursor _is_ the camera. But here, you're literally clicking and dragging, and dragging actions always go the other way.
Re:GuriVR – Describe your VR experience and the editor will ... by JoshTriplett on Wednesday November 23, 2016 @04:19PM (#13025909)
I agree. If you use the mouse to point, then the camera should move in the direction the mouse moves. If you use the mouse to grab the world and move it, then the world should move in the direction the mouse moves.
Re:GuriVR – Describe your VR experience and the editor will ... by ngokevin on Wednesday November 23, 2016 @03:40PM (#13025678)
A-Frame defaults the desktop drag (which acts as a preview for VR experiences) to dragging the camera. For static scenes such as panorama, it can feel weird, but A-Frame does have options now to reverse the drag direction. But when you're building 3D scenes and using WASD, it feels more natural to drag the camera.

Pointer lock should be done, but we count the desktop drag as a non-invasive preview mode, but experiences can implement pointer lock if they need.

Re:GuriVR – Describe your VR experience and the editor will ... by wingerlang on Thursday November 24, 2016 @04:42AM (#13029337)
But since there's a "hand" pointer, it seems more logical that it would drag whatever it is holding, in this case the 'scene'