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AirBnB sponsored lens

  • Hi Colin,

    For the first question, this type of 360 experience uses the Device Tracking Component with Rotation as the Tracking Mode. Once you add the tracking component to your camera, the camera's transform will reflect the device's rotation. You can limit the rotation angle by setting the camera transform itself. 

    For the second question, you can write a script to toggle the textures on your 360 dome on tap. Alternatively, you can also use Behavior Script to set the texture on tap. 

    Let me know if you have more questions! 



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  • Hi risa,

    Can you elaborate how I can limit the FOV using the tracking rotation as the tracking mode? What do you mean by "You can limit the rotation angle by setting the camera transform itself."


    I was able to get the behavior script to work to switch environments. 



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  • I couldn't figure out how to constraint AirBnB-style (rotation values from the DeviceTracking transform gave weird numbers on Y world rotation so I couldn't use that to know if I turned too far, specifically it went from 2PI to 4.7 radians & back up without ever reaching 0)

    So what I did, for those it may help, is put my objects in a group (anything that should be seen rotating but not 360°), and I used a weighted value between world's forward direction (= no rotation at all) & the forward of the DeviceTracking transformed reference (too much rotation).

    So here is an example of how I used 30% of the rotation given by DeviceTracking 

    In the end I find this to be a smoother way to prevent the user to look around too much than just stopping the view movement abruptly like the AirBnb one did

    //@input SceneObject  t //a DeviceTracking influenced object
    //@input SceneObject influenced //the group of objects OUT of the DeviceTracking one

    var updateEvent = script.createEvent("UpdateEvent");

    function update(){
      var worldForward = vec3.forward();
      var TrackingForward = script.t.getTransform().forward;
      var forward = new vec3(
        0.7 * worldForward.x + 0.3 * TrackingForward.x,
        0.7 * worldForward.y + 0.3 * TrackingForward.y,
        0.7 * worldForward.z + 0.3 * TrackingForward.z

      // Normalize the vector
      forward = forward.normalize();

      // Create new rotation using the vector
      var rot = quat.lookAt(forward, vec3.up());

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  • Hey Colin,

    Please take a look at this thread that might help you to achieve the effect that you looking for:




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