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WebXR

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61–68 of 68 posts

Re: WebXR

#61

Earlier quoted context omitted.

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 under…

Yes, I've seen similar examples. Reminded me of HW video card overlays and I hoped we would have a better solution soon.

But currently probably it what's there. Would this work as well for other HTML content, like dynamically projecting a whole DIV into/over a canvas scene that I would then be able to have positioned over some surface in VR?

Love the product/concept, btw.

Re: WebXR

#62
post #57
post #50

Earlier quoted context omitted.

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.

Good point. 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 U…

I went with Lua personally. I have mixed feelings about some aspects of the language but the ease of integration was hard to fault.

I'm using Moonsharp which is interpreted rather than jitted but Blua looks promising if performance on the Lua side is critical.

Re: WebXR

#63
post #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.

[deleted]

Re: WebXR

#64
post #52
post #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.

It won't, for the same reasons that web apps weren't allowed on the App Store 15 years ago.

On iOS, go to Settings > Safari > Advanced > Experimental Features. (Or on macOS desktop, from the Develop menu.)

Scroll to the bottom of the list.

There are 4 WebXR APIs behind a flag.

Why waste precious WebKit resources on implementing WebXR APIs in Apple's browser engine… if WebXR will hypothetically never be shipped to Safari stable?

Re: WebXR

#65
post #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.

Eventually but unlikely in the short term. Web APIs commoditize platform and hardware features. Browser content doesn’t contribute to user lock-in and takes away from exclusive apps where Apple generates revenue. We’ll probably see WebXR when hardware is effectively a commodity because competition has caught up.

Re: WebXR

#66

I love the open web and want solutions like this to win but 3D experiences built on the web seem to fall flat. Any AAA games on the web? How far is state of art native desktop 3D vs 3D through the web? Add on XR (IMU, camera, geo-tracking, AI processing) and it falls even further. It would be interesting to see some side-by-side comparisons.

Don’t have precise answers to your questions but let me reframe.

AAA games that pushes HW to the limit is a small fraction of all content. Among most popular content on Quest you have VR Chat, Gorilla Tag, Beat Saber, Job Simulator: Indie titles def not AAA that the browser would be more than capable to deliver today. https://moonrider.xyz/ for example has 60-100k VR MAUs (300k at peak on Holyday season 2021). Tech is no longer a blocker to build good WebXR content and grow an audience. Mozilla, Google and now the Meta Browser team have done excellent work to get us here

Re: WebXR

#67
post #53

Earlier quoted context omitted.

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

What bottlenecks have you come across that would solved if it ran on an iPhone?

A few years ago I helped build a WebXR (Well, I think it was the WebVR specification) site for both Android and iOS, back when Motion & Orientation Access was possible on the latter platform. It worked pretty well, until it was no longer possible to access that API and we had to spend countless hours on a static fallback for iOS. The gyroscope is all you need for a relatively novel experience, ThreeJS had a VR shooter example you could easily extend, and not needing to download an app was great for getting more people to check it out.

Re: WebXR

#68
post #62
post #57

Earlier quoted context omitted.

Good point. 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 U…

I went with Lua personally. I have mixed feelings about some aspects of the language but the ease of integration was hard to fault. I'm using Moonsharp which is interpreted rather than jitted but Blua looks promising if performance on the Lua side is critical.

Will have a look at Moonsharp. Thanks.

I got around lua so far, but bindigs seemed easy and a friend just chose it over integrating python just recently, so it seems to be getting some traction again, especially in tools and such to get a first step beyond a purely graphical UI.

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