The WebXR API is the successor to WebVR API (v1.1). There is a new Chrome Origin Trial, WebXR.
You can test WebXR on Chrome M67+ (with the WebXR and Gamepad Extensions flags enabled from chrome://flags
). Tentative timeline for Chrome: September 2018. Other browser vendors: TBD.
Relevant links:
Is there supposed to be an option on the trial signup form? I don't see it...
@modulesio thanks for the catch! 馃憤 I filed GoogleChrome/OriginTrials#46, and it was swiftly fixed. check the Sign-Up page now:
@cvan can you try the current implementation in dev
? All the examples should work except the webvr_vive
ones.
There are still a few bugs, but all the examples should be able to Enter/Exit XR now.
https://rawgit.com/mrdoob/three.js/dev/examples/?q=webvr
XRInput now implemented via rendere.vr.getController()
.
I've also added the same API to WebVRManager
for cross-browser/device support.
This example should behave the same in WebVR and WebXR:
https://rawgit.com/mrdoob/three.js/dev/examples/webvr_ballshooter.html
This is how the abstraction looks like:
WebVR support has been removed #18129. WebXR is now available with latest Chrome (without flags or origin trials token) and supported via WebXRManager
.
Most helpful comment
There are still a few bugs, but all the examples should be able to Enter/Exit XR now.
https://rawgit.com/mrdoob/three.js/dev/examples/?q=webvr