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WebXR

immersiveweb.dev

41–50 of 68 posts

Re: WebXR

#41
post #35
post #34

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

Crossing my fingers as well. Without this, it’s been a huge pain to develops what our startup needs right now.

Re: WebXR

#42
post #25
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.

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"

If you had to guess, what do you think the odds are of Apple supporting WebXR in the next few months? Asking for a friend.

Re: WebXR

#43
post #24
post #13

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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…

IMO, the main impedance towards scripted graphics facilitating hot reloading is that they are generally coded in object hierarchies whose nested state is difficult to serialise. I have found using the 2d canvas context as an immediate mode renderer alongside a single global store allows me to create workflows more similar to what one would expect with React.

Re: WebXR

#44
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.

If the headset rumors are true, it would be weird if Apple didn't announce stable WebXR support at WWDC. They might be focused more on native, but good support for the Web would definitely help drive adoption for the "new" platform.

Re: WebXR

#45
It'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

#46
post #4

Earlier 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.

The complaint wasn't about the web prefix, it's the ambiguity of the name.

Re: WebXR

#47
post #24
post #13

Earlier 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…

Is hot-reloading code useful past the development stage? In what way? (I'm not familiar with 3D development at all).

Re: WebXR

#48

Earlier 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.

Alright, fine. WebVR predates OpenXR by about 3 years. When WebVR was renamed to WebXR, OpenXR existed in name only, and nobody knew if, once the spec even came out, it would get adopted. It wasn't a well-known name at large by that point, and there was significant concern from the W3C to avoid confusion with creating separate WebVR and WebAR APIs. So, "they should have been careful to avoid confusion with OpenXR" gets it backwards, over-assigning the ownership of "XR"-named things to Khronos.

Source: I was there for the discussions.

Re: WebXR

#49
post #29
post #18

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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.

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

#50
post #32
post #30

Earlier 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.

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.
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