Hi, Thought I’d try these out direct from the links in the documentation and it just says VR not supported on my iPhone browsers. Other VR examples work okay for example from Google etc.
Notice that all the tokens in all the example sources expired on the 23rd Jan this year - might this be why?
I was not able to renew the tokens so far. Normally you are notified per mail when the tokens expire. The mail has a link that can be used to perform the renewal.
Have you tried to turn on the WebXR flags in Chrome?
Okay, I realized that Google does no longer notify users. You have to renew tokens manually^^
Who does that? Me? Yourself?
I 've not tried the WEbXR flags - presumably though firefox should work??
I have not tested VR on Firefox. When the above PR gets merged, tokens are valid again.
Not good news really - I tried downloading the code for the cubes example then I took out the stuff about dates and tokens so it looked like a normal programming exercise in three.js. I uploaded with the accompanying libraries to a GitHub repository on my account and served it from there. The vibes all appear flying about but my iPhone is still saying VR not supported on both Safari and Chrome. Help!
I don’t understand about the tokens … are they provided by the browser to indicate VR provision or out they something to do with security and the server?
Read this for more information:
So reading this link … an individual developer need to apply and receive a token …so I would have to do this if I wished to create my own programs using/extending the samples’ code?
Would it maybe be simpler to start from the A-frame framework and work back into the three.js?
Yes, since the token is registered for a domain (e.g. https://threejs.org/).
Since I don’t know your previous knowledge it’s hard to tell. But in general, the usage of A-Frame simplifies the development with WebVR so it’s a good starting point for beginners.
Hi, I’ve been playing with WebVR & Three.js since last year and it worked in both Chrome & Firefox.
But now Chrome doesn’t work anymore (July 2019).
I know this has nothing to do with Three.js but may be someone could give me a hint on where to look.
I have an Oculus Rift on Win10 with runtime 1.38 (last update) and I have Chrome 75 with all the flags required turned on.
I checked that navigator.getVRDisplays() is detecting the Headset but the property canPresent is false, so VR mode can’t be activated.
I tried downloading Chrome Canary, Chromium (lastest build) but none of them worked.
I assume that even if WebVR “origins trial” already ended on Chrome it should work if you turn the flags on right?
The only browser that still works is Firefox. I’ve developed a VR that is intended to run locally so I have no problem on installing any previous version of chrome, but I seems that won’t solve the issue.
I encountered the same.
Chrome slowly lost the WebVR abillities.
In a version around march the Vive controllers stopped working as expected, and now Chrome 75 refuses to show any VR content. It’s a pity. WebVR in Chrome was experimental and it really was not reliable.
My hopes are on WebXR, but that might take some time.
WebXR is intended to completely replace WebVR. So it’s totally normal that WebVR will vanish from browsers.
It seems that the WebXR Device API will become available as a part of an origin trial in Chrome 76 (so next release) again. Check out the following Google Doc for more information:
Thanks for the clarification.
Now Chrome 76 is out and I would like to know how to test WebXR?
What devices are ready for testing, how do the Three developer test WebXR?
A Vive via SteamVR probably not yet, because Steam (Valve) has to adopt OpenXR???
I think most of you questions should be answered by the above linked document e.g.
As a part of this origin trial, WebXR within Chrome will be supported on Android (Daydream), Windows Mixed Reality, and Cardboard platforms, as well as support inline (aka “Magic Window”) mode.
R107 was released today, the official WebVR examples should be ready for testing.