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,…
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.
WebXR
51–60 of 68 posts
Re: WebXR
#52It's going to be really interesting to see if Apple's headset will support WebXR. If so it will probably be the only way to get open VR/AR content on there and could drive a huge expansion in its use. Which would be a great thing because it's much nicer to work with (from my admittedly, very meagre experience) than having to build things in Unity etc.
Re: WebXR
#53Won'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
#54This is the kind of thing that makes me lose any hope in web browsers. Normal browsing is getting worse, web apps are still unable to provide a truly native-like experience. But instead of fixing these core problems, let's add yet another corner case API...
Re: WebXR
#55It's going to be really interesting to see if Apple's headset will support WebXR. If so it will probably be the only way to get open VR/AR content on there and could drive a huge expansion in its use. Which would be a great thing because it's much nicer to work with (from my admittedly, very meagre experience) than having to build things in Unity etc.
It won't, for the same reasons that web apps weren't allowed on the App Store 15 years ago.
Re: WebXR
#56Earlier quoted context omitted.
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.
USD is fairly widely used. But it's not "code" in the sense that I mean it. It's (mostly) declarative (like HTML) so I lump it in with obj, fbx and gltf. 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
#57Earlier quoted context omitted.
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.
I'm keeping a close eye on WASM as a way to hotload code in Unity and as a way to access libraries from a variety of ecosystems.
So many great exec environments already for WASM. Is there already something available for Unity? Maybe even with a source language and compiler built in?
My focus currently is on creating code inside a running app (by the user) with references to selected Unity objects and their methods. While WebXR is great for this, the first (and sometimes only) SDK implementations for certain devices are usually in Unity.
WASM probably ist great for hotloading but would need a more complex toolset available at runtime to edit and create. Interactivity and incremental code creation would also be better in a scripting envirnment.
Re: WebXR
#58Earlier quoted context omitted.
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…
I wrote up a post on my R3F based WebXR hot reloading setup here: https://github.com/gregfagan/blog/blob/main/xr-remote-displa... You don’t actually need this if you’re just working on graphics, as usually a flat projection is fine, but it is quite nice to work inside your own XR app while iterating on the interaction.
Unfortunately I find myself cycling thru needed components for interactivity these day and being stuck between competing SW and HW constraints.
Will give it a closer read next week.
Re: WebXR
#59Earlier quoted context omitted.
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…
Is hot-reloading code useful past the development stage? In what way? (I'm not familiar with 3D development at all).
Re: WebXR
#60Earlier quoted context omitted.
Is hot-reloading code useful past the development stage? In what way? (I'm not familiar with 3D development at all).
For me it's about allowing more than plain UI interaction and about interactively building immersive working enviroments and tool-spaces.