Sprites / HUD not working on inmmersive-vr ? + overall xr camera positioning issues


I having some issues on creating sprites and having them always being shown on VR mode (using just regular sprite position or using the orthographic camera added to the scene technique.

I have created a proof of concept modifying the “webgl_sprites” example to have xr enabled and use the VRButton to get into immersive-vr, but it does a weird thing on enter (like a super zoom) and the scene renders completely black.

Original: https://threejs.org/examples/webgl_sprites.html
VR Fork: https://codesandbox.io/s/threejs-webgl-sprites-xr-979me

Is it about the new stereo camera being positioned somewhere else when entering vr?
How is this supposed to work? isn’t renderer.xr.setReferenceSpaceType( 'local' ) telling the renderer to keep the original camera positioning and viewing direction?

Thanks in advance!

Only topic doesn’t get any response? :smiley:

The only thing I can say is that scree-space sprites (as well as screen space UI elements in general) do not work in VR since there is no concept of screen like in non VR applications. The sprites would be rendered in the closest possible distance in front of the eye which is obviously no good approach.