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Remove references to Cardboard in documentation (#5639)
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* Remove references to Cardboard in documentation

* Rewrite paragraph to remove mention of DoF

* Update laser-controls.md

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Co-authored-by: Diego Marcos <[email protected]>
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vincentfretin and dmarcos authored Jan 23, 2025
1 parent 9ee1b69 commit 05dccae
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3 changes: 1 addition & 2 deletions docs/components/cursor.md
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Expand Up @@ -190,8 +190,7 @@ into the scene. If the user stares at an entity long enough (i.e., the
`fuseTimeout`), then the cursor will trigger a click.

The advantage of fuse-based interactions for VR is that it does not require
extra input devices other than the headset. The fuse-based cursor is primarily
intended for Google Cardboard applications. The disadvantage of fuse-based
extra input devices other than the headset. The disadvantage of fuse-based
interactions is that it requires the user to turn their head a lot.

## Adding Visual Feedback
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13 changes: 5 additions & 8 deletions docs/components/laser-controls.md
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Expand Up @@ -9,14 +9,11 @@ source_code: src/components/laser-controls.js
examples: []
---

[dof]: http://www.roadtovr.com/introduction-positional-tracking-degrees-freedom-dof/

The laser-controls component provides tracked controls with a laser or ray
cursor shooting out to be used for input and interactions. *DoF* stands for
[degrees of freedom][dof]. Because they only require rotation and some form of
input, laser-based interactions scale well across 0 DoF (gaze-based,
Cardboard), and 6 DoF (Vive, Oculus Touch). If desired, we can get a consistent form of interaction that works
across all VR platforms with a single line of HTML.
The laser-controls component provides a tracked controller with a laser or ray
cursor shooting out to be used for input and interactions. All headsets ship with some form of
tracked input controller that has at least a button to trigger actions. Using laser-controls we can
get a consistent form of interaction that works across all VR platforms with
a single line of HTML.

[meta-touch-controls]: ./meta-touch-controls.md
[vive-controls]: ./vive-controls.md
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5 changes: 2 additions & 3 deletions docs/guides/building-a-basic-scene.md
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Expand Up @@ -59,9 +59,8 @@ is attached or else `<a-scene>` will do nothing.
Next, we include [`<a-scene>`][scene] in the `<body>`. `<a-scene>` will contain every
entity in our scene. `<a-scene>` handles all of the setup that is required for
3D: setting up WebGL, the canvas, camera, lights, renderer, render loop as well
as out of the box WebVR support on platforms such as HTC Vive, Oculus Rift,
Samsung GearVR, and smartphones (Google Cardboard). `<a-scene>` alone takes a
lot of load off of us!
as out of the box WebXR support on headsets and WebXR enabled browser on smartphones.
`<a-scene>` alone takes a lot of load off of us!

## Adding an Entity

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2 changes: 1 addition & 1 deletion docs/introduction/index.md
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Expand Up @@ -110,7 +110,7 @@ developers have unlimited access to JavaScript, DOM APIs, three.js, WebVR, and
WebGL.

:globe_with_meridians: **Cross-Platform VR**: Build VR applications for Vive,
Rift, Meta Quest, Windows Mixed Reality, and Cardboard with support for
Rift, Meta Quest, Windows Mixed Reality, and Apple Vision Pro with support for
all respective controllers. Don't have a headset or controllers? No problem!
A-Frame still works on standard desktop and smartphones.

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2 changes: 1 addition & 1 deletion docs/introduction/interactions-and-controllers.md
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Expand Up @@ -14,7 +14,7 @@ examples:
There is no one true way for adding interactions due to variety of platforms,
devices, input methods that A-Frame can support. On top of that, VR interaction
is open-ended. Unlike the 2D Web where we only have to worry about mouse and
touch input, and unlike Cardboard where we only have to worry about one button,
touch input,
we can do anything in VR: grab, throw, rub, flip, poke, stretch, press, etc.
Going further, mixed reality, trackers, and custom controllers provide even
more creativity in interaction!
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