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React VR

facebook.github.io

1–10 of 22 posts

Re: React VR

#2
This is pretty neat.

The more I try to do Web VR stuff though, I get frustrated because there isn't yet a good way to design it "responsively" so that it will look right on normal flat screens, but become an environment in VR.

I also wonder about what the right UX for linking pages in VR is. I don't want to have to fist-bump some floating blue text. Maybe there should be a "link shape" or halo that draws the eye to certain features.

Re: React VR

#4

This is pretty neat. The more I try to do Web VR stuff though, I get frustrated because there isn't yet a good way to design it "responsively" so that it will look right on normal flat screens, but become an environment in VR. I also wonder about what the right UX for linking pages in VR is. I don't want to have to fist-bump some floating blue text. Maybe there should be a "link shape" or halo that draws the eye to c…

Clearly, links should be represented as human-sized exposed pipes that users jump into like in Mario games.

Re: React VR

#5

This is pretty neat. The more I try to do Web VR stuff though, I get frustrated because there isn't yet a good way to design it "responsively" so that it will look right on normal flat screens, but become an environment in VR. I also wonder about what the right UX for linking pages in VR is. I don't want to have to fist-bump some floating blue text. Maybe there should be a "link shape" or halo that draws the eye to c…

https://www.webvrexperiments.com/ has some good examples of desktop experiences that scale up to VR.

Re: React VR

#6
Why is there so much fragmentation already?

React VR backed by facebook (who controls oculus):

      
        
        
          hello
        
      
A-frame backed by firefox (who controls webvr implementations):

    
      
      
      
    
x3dom (supposedly successor to VRML)

    
        
            
                
                    
                
                
            
        
    

Re: React VR

#7
Hmmm... no support for skinned character models (and looks like a lot of design and implementation work required on many fronts before this could support them). As cool as this is that makes it feel like a toy rather than a real product (even 3D that doesn't require humanoid characters tends to require deforming meshes to meet the visual quality bar customers expect).

I wish instead of trying to make their own renderer they had used their considerable react and coding skills and time to create a React UI for Unity3d and/or Unreal, which are what most serious app developers are using to create VR experiences (and which have pretty terrible/minimal/antiquated UI coding frameworks compared to what React offers)

Re: React VR

#9
post #6

Why is there so much fragmentation already? React VR backed by facebook (who controls oculus): hello A-frame backed by firefox (who controls webvr implementations): x3dom (supposedly successor to VRML)

React VR is just a library on top of WebVR, not a new standard. WebVR is coming, although it isn't "here" yet: https://webvr.info/developers/

It would be like saying that Angular, Vue, and React are causing fragmentation.

Re: React VR

#10
post #4

This is pretty neat. The more I try to do Web VR stuff though, I get frustrated because there isn't yet a good way to design it "responsively" so that it will look right on normal flat screens, but become an environment in VR. I also wonder about what the right UX for linking pages in VR is. I don't want to have to fist-bump some floating blue text. Maybe there should be a "link shape" or halo that draws the eye to c…

Clearly, links should be represented as human-sized exposed pipes that users jump into like in Mario games.

We have a winner
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