From 05dccaee46a3756a9e4ba5f5d8b0334851892bad Mon Sep 17 00:00:00 2001 From: Vincent Fretin Date: Thu, 23 Jan 2025 18:56:14 +0100 Subject: [PATCH] Remove references to Cardboard in documentation (#5639) * Remove references to Cardboard in documentation * Rewrite paragraph to remove mention of DoF * Update laser-controls.md --------- Co-authored-by: Diego Marcos --- docs/components/cursor.md | 3 +-- docs/components/laser-controls.md | 13 +++++-------- docs/guides/building-a-basic-scene.md | 5 ++--- docs/introduction/index.md | 2 +- docs/introduction/interactions-and-controllers.md | 2 +- 5 files changed, 10 insertions(+), 15 deletions(-) diff --git a/docs/components/cursor.md b/docs/components/cursor.md index 1af49f8a036..608a3acf864 100644 --- a/docs/components/cursor.md +++ b/docs/components/cursor.md @@ -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 diff --git a/docs/components/laser-controls.md b/docs/components/laser-controls.md index 2f89719c892..7987b8bde41 100644 --- a/docs/components/laser-controls.md +++ b/docs/components/laser-controls.md @@ -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 diff --git a/docs/guides/building-a-basic-scene.md b/docs/guides/building-a-basic-scene.md index b581b7a7f09..6247feb05ee 100644 --- a/docs/guides/building-a-basic-scene.md +++ b/docs/guides/building-a-basic-scene.md @@ -59,9 +59,8 @@ is attached or else `` will do nothing. Next, we include [``][scene] in the ``. `` will contain every entity in our 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). `` alone takes a -lot of load off of us! +as out of the box WebXR support on headsets and WebXR enabled browser on smartphones. +`` alone takes a lot of load off of us! ## Adding an Entity diff --git a/docs/introduction/index.md b/docs/introduction/index.md index 26de32497fa..8bbbf41cc72 100644 --- a/docs/introduction/index.md +++ b/docs/introduction/index.md @@ -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. diff --git a/docs/introduction/interactions-and-controllers.md b/docs/introduction/interactions-and-controllers.md index dd4ad4a604c..ed614c437ec 100644 --- a/docs/introduction/interactions-and-controllers.md +++ b/docs/introduction/interactions-and-controllers.md @@ -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!