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WebXR

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11–20 of 68 posts

Re: WebXR

#11
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

Not sure what you're asking, exactly?

Unity (and I presume Unreal) can do the same procedural generation stuff today your can do in js. There's many libraries/tutorials etc

Re: WebXR

#12
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

CSS supports many 3D transforms, I wonder if VR browsers implement that in any sort of 3D plane.

Re: WebXR

#13
post #11
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

Not sure what you're asking, exactly? Unity (and I presume Unreal) can do the same procedural generation stuff today your can do in js. There's many libraries/tutorials etc

Basically i'd like to add, edit, store and load code during runtime.

Re: WebXR

#14
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

CSS supports many 3D transforms, I wonder if VR browsers implement that in any sort of 3D plane.

Cool.

If I could xr-dive into a css-3d-transformed world of objects instead of having them projected onto the 2d window right away, that would be what I was looking for in the second part of the comment above. Not sure if WebXR perspective and a 3d space is provided right now at the same level these css transforms are used.

Re: WebXR

#15
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

CSS supports many 3D transforms, I wonder if VR browsers implement that in any sort of 3D plane.

you can calculate 2D CSS transforms which match the equivalent transforms of your WebGL scene in WebXR - as an efficient but hacky way to (for instance) do live video overlays in 3D without having to mess around importing the video texture into WebGL (assuming you don’t need occlusion or environmental effects etc).

we’re toying with this as an approach for video overlays in https://thirdroom.io, especially for underpowered devices.

Re: WebXR

#16
post #10

For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary. Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)? The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based,…

You can stream it. Here’s an example using Unity: https://appmana.com/watch/virtualtestdrive

For runtime loading in such an architecture, you can using an asset like TriLib.

There are many streaming ideas. Most were poorly executed. I wouldn’t generalize based on those. It is definitely the future of delivery for many reasons besides technology.

Re: WebXR

#17
post #7

Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.

Not sure why you’re being downvoted. Not being able to deploy to the most powerful devices is a real constraint of actually using the API

Re: WebXR

#18
post #13
post #11

Earlier quoted context omitted.

Not sure what you're asking, exactly? Unity (and I presume Unreal) can do the same procedural generation stuff today your can do in js. There's many libraries/tutorials etc

Basically i'd like to add, edit, store and load code during runtime.

Oh, code? I assumed you meant geometry and/or materials.

Yes, it's possible. I can think of several ways to approach it. Not quite as cleanly as with javaScript, mind.

Re: WebXR

#19
post #7

Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.

Why would you want this on a phone though? It's for VR headsets.

Re: WebXR

#20
post #7

Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.

Why would you want this on a phone though? It's for VR headsets.

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