Earlier quoted context omitted.
So Safari doesn't support the WebXR standard? Sometimes I really hope the AIs take over sooner rather than later.
Not yet but fingers crossed for the new apple headset driving more demand for such
WebXR
41–50 of 68 posts
Re: WebXR
#42Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.
https://twitter.com/AdaRoseCannon https://twitter.com/fernandojsg https://bugs.webkit.org/show_bug.cgi?id=208988 https://webkit.org/status/#specification-webxr Status = "In Development"
Re: WebXR
#43Earlier quoted context omitted.
Basically i'd like to add, edit, store and load code during runtime.
Just a heads up, when folks say “complex 3d objects”, it’s usually assumed that they’re talking about things like GLTF files, which contain geometry, materials, lighting elements, animations, etc, and which Unity/Unreal can absolutely load/unload at runtime or even stream from a media server online (so they don’t have to be in the binary). However, once you cross over into scripting code, you are in fact crossing a b…
Re: WebXR
#44Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.
Re: WebXR
#45Re: WebXR
#46Earlier quoted context omitted.
I'm talking about WebXR, which is for some reason the name of the standard developed by W3C. "As such it may seem like WebXR and OpenXR have a relationship like WebGL and OpenGL, where the web API is a near 1:1 mapping of the native API. This is not the case with WebXR and OpenXR, as they are distinct APIs being developed by different standards bodies." from https://github.com/immersive-web/webxr/blob/master/explaine…
There are many other browser APIs named "WebSomething". WebAudio, WebUSB, WebBluetooth. This is a really silly complaint to have.
Re: WebXR
#47Earlier quoted context omitted.
Basically i'd like to add, edit, store and load code during runtime.
Just a heads up, when folks say “complex 3d objects”, it’s usually assumed that they’re talking about things like GLTF files, which contain geometry, materials, lighting elements, animations, etc, and which Unity/Unreal can absolutely load/unload at runtime or even stream from a media server online (so they don’t have to be in the binary). However, once you cross over into scripting code, you are in fact crossing a b…
Re: WebXR
#48Earlier quoted context omitted.
There are many other browser APIs named "WebSomething". WebAudio, WebUSB, WebBluetooth. This is a really silly complaint to have.
The complaint wasn't about the web prefix, it's the ambiguity of the name.
Source: I was there for the discussions.
Re: WebXR
#49Earlier quoted context omitted.
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.
Heh. What would be your favourite thoughts/combo here? Sorry for not being clear on the code part. I assumed USD and the like would be the norm now. "Complex objects" is not really helpful in this context, though.
I am assuming code means "executable code" - I know the boundaries are fuzzy here and some file formats are Turing complete - but I guess what I'm saying is that I'm still not sure what you're asking!
Re: WebXR
#50Earlier quoted context omitted.
For Unity, I think you can just dynamically load DLLs as long as you're not on a plane form that requires AOT (iOS). Even then, for both Unreal and Unity there are many options to use scripting languages like js or lua or what have you.
Ok. will look into scripting plugins then for now, probably bridging some introspected interfaces. Would be nice if one could add/integrate existing JS libs but that's outside the Unity context.