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WebXR #3422
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Searching for VR devices: function enumerateVRDevices(devices) {
var i;
for (i = 0; i < devices.length; ++i) {
if (devices[i] instanceof HMDVRDevice) {
// ...
}
}
for (i = 0; i < devices.length; ++i) {
if (devices[i] instanceof PositionSensorVRDevice) {
// Ensure devices[i].hardwareUnitId is the same as the HMDVRDevice
// ..
}
}
}
if (navigator.getVRDevices) {
navigator.getVRDevices().then(enumerateVRDevices);
} else if (navigator.mozGetVRDevices) {
navigator.mozGetVRDevices(enumerateVRDevices);
} |
the code just works for Oculus Rift, while not for htc vive ?? |
Good article. Multiview is also coming to three.js, https://github.com/fernandojsg/three.js/tree/multiview_support |
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Resources via @TrevorDev |
Latest from Mozilla:
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From WebVR/XR — The future is here:
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FYI: Mozilla releases WebXR emulator extensions for Chrome and Firefox so anyone can develop without needing extra hardware. Blog: https://blog.mozvr.com/webxr-emulator-extension/ Firefox: https://addons.mozilla.org/en-US/firefox/addon/webxr-api-emulator/ |
Is there a simple way to convert XRView's |
Hi bagnell, I would like to ask how to do these three things in webxr, because these mentioned APIs are in the outdated WebVR. |
any update for web-xr? |
HI @abigstupidbear, there hasn't been any activity on this item recently. If you'd like to add more information about your use case, that may help us prioritize. Or, if you are interesting in contributing, please let us know and we'd be happy to discuss implementation or review a PR. I don't believe there is a way to set the Thanks! |
Hi. I just ran into this discussion. I have been working on a flow that truly works with WebXR. I am ready to send a PR, but only as a proof of concept. I got it working for v1.74, so I'll update my code to the latest version and then send you the proposal. Maybe a PR is not the best option for you to check it out, so please tell me if there is a better way. |
Hi. I have opened a PR as I start to work on WebXR support. This PR concretely adds displaying the VR session on the HMD using WebXR. #11372 |
Hey @python273 @abigstupidbear did you find any answers to this problem? I could use some help with that and get cameras working correctly for the WebXR fork of CesiumJS that I am working on. Right now we are doing this, which is not utilizing WebXR's parameters: Scene.js:prepareWebVRPose |
Hi @pupitetris, has there been any activity on this lately or what happened to your PR? |
Hi. I stalled. Also, I did a mess with git and my fork is in shambles. I don't think it is a priority for Cesium to do VR through web technologies. Maybe they are focusing on Unity for VR, as there is less overhead and Cesium will run smoother on standalone headsets, I don't know. |
Thanks for the update @pupitetris. I am currently reviewing solutions to get a georeferenced MR environment on my Meta quest, to display objects with spatial coordinates. I know there is the Cesium integration with Unity/Unreal, but when I discovered WebXR, it sounded like a much more simple way to achieve this and stay in Javascript world. A pity, that the cesium so far does not natively support WebXR. How much work do you think it takes to get your PR in a workable state, with the current Cesium? Which commit of your fork was most stable / or from where was it starting to fall apart? I'll think I give it a try, so any help appreciated! |
VRButton
should search for VR devices. If none, are available default to Cardboard.Fullscreen.requestFullscreen
and has viewing parameters that should be used for the left and right eye cameras.DeviceOrientationCameraController
to set the camera orientation. If the parameter isundefined
, default to using thedeviceorientation
event.The text was updated successfully, but these errors were encountered: