webxr-samples
etherealengine
webxr-samples | etherealengine | |
---|---|---|
17 | 11 | |
959 | 692 | |
2.0% | 0.7% | |
6.3 | 9.9 | |
about 2 months ago | 4 days ago | |
HTML | TypeScript | |
MIT License | GNU General Public License v3.0 or later |
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webxr-samples
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WebXR wont launch in headset
https://immersive-web.github.io/webxr-samples/ shows VR and AR supported, the demos (https://immersive-web.github.io/webxr-samples/immersive-vr-session.html) show the enter VR button but when I click it the button shakes and temporarily fades out. When the browser isn't configured correctly it says no VR detected
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Self-Hosting VR video
In that case I would start here: https://immersive-web.github.io/webxr-samples/ use something 90%+ ready to go.
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Youtube VR not working.
I've scrolled through so many Microsoft Support pages but none of them are yet to work, so I thought of coming here to get a solution. So basically, I want to watch a Youtube VR video on Microsoft Edge and when I click the headset, a pop-up asks me if I want to allow Youtube to use my headset. I allow it, and on my headset, it shows that startup screen whenever you start up an application in VR, and once it fades in, I'm still have the Microsoft Cliff House. I've tried using Edge Canary and the other version but to no avail. I even tried running various WebXR samples, but whenever I start them up, the button that shows "Exit VR" goes back to "Enter VR" 0.5 seconds later. This leads me to believe that every single WebXR content doesn't work at all. If you have any fix to this, please tell me in the replies and suggest some cool WebXR websites for me to try. Thanks!
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What browser is recommended for Pico and WebXR - If it's the existing Pico 4 browser, is there any setting that need to be adjusted to function with a WebXR/threejs experience?
In your PICO 4, Does this work for you with AR & VR? https://immersive-web.github.io/webxr-samples/
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None of the browsers showing "Allow VR device access" popup?
However, when I try to view WebXR content on browsers (Chrome, Firefox, Opera), none of them show the permissions prompt and just says "VR Not Found". The WebXR part on the browser is working, https://immersive-web.github.io/webxr-samples/ says " Your browser implements the WebXR API and may be able to run Virtual Reality or Augmented Reality experiences if you are using a supported OS and the appropriate hardware." but below that no VR or AR device is detected even though my Vive Pro Eye is up and running SteamVR.
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How do you watch 360Β° YouTube videos on the Index?
I know Edge and Firefox support WebXR (but WebVR is dead I think) and I was able to Enter VR on some example sites like https://immersive-web.github.io/webxr-samples/ while SteamVR was running. But the Youtube site offers no such thing anymore.
- Rift S 360 youtube video's its dead right?
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Stereoscopic streaming web player?
This can be seen here, or you can view the source here
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Pixel 3 WebXR Supported?
Google pixel 3, android 12 https://immersive-web.github.io/webxr-samples/ has all checks β βοΈβοΈ so I'm unsure what is wrong.
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Unity Mixed Reality Question
I don't have any XR devices on me atm, but the WebXR Sample page suggests AR is supported, which afaik is the same as MR.
etherealengine
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frameworks - aframe vs babylon vs others?
If you want a full engine, check out Ethereal Engine. You can get it open source for local dev at https://github.com/etherealengine/etherealengine or get a hosted version at www.etherealengine.com.
- Having trouble deciding on a stack?
- We've been building Web AR worlds on the Quest 2 in preparation for the Quest Pro - Please try and give us feedback! - https://xrti.me
- To the Open Web Metaverse! In response to Meta Connect we thought of sharing something weβve been working on with Augmented Reality WebXR immersive eCommerce (iCommerce) with a Virtual Reality Brand Expert
- The metaverse is interoperable game asset standards and frameworks, I'm working with other indie devs and a few small studios to build a common toolbox as an open code collective. Would you join?
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Platform to showcase walkable 3D worlds on browser.
Itβs not a hosted platform, but it includes all the stuff you need to host your own metaverse: https://github.com/XRFoundation/XREngine
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How do you spot a fully decentralized Metaverse project?
If you're looking for a vague promise to open source then Tiluf is the one for you. Otherwise have a look at https://github.com/XRFoundation/XREngine
- XREngine β open-source WebGL Metaverse Engine
- self-taught, hobbyst programmer/designer looking to participate on a project
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Come build an open source metaverse with us!
Here's the code: https://github.com/XRFoundation/XREngine
What are some alternatives?
unity-webxr-export - Develop and export WebXR experiences using Unity WebGL
BabylonJS - Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
three.js - JavaScript 3D Library.
model-viewer - Easily display interactive 3D models on the web and in AR!
webxr-raw-camera-access - The repository is MOVING to: https://github.com/immersive-web/raw-camera-access.
Godot - Godot Engine β Multi-platform 2D and 3D game engine
marker-tracking - Additions to the WebXR Device API for Marker Tracking. Repo contacts Rik Cabanier and Piotr Bialecki
dicebear - DiceBear is an avatar library for designers and developers. π
webxr-linux - Repository containing efforts in getting usable WebXR under Linux
ipyvolume - 3d plotting for Python in the Jupyter notebook based on IPython widgets using WebGL
webxr - Repository for the WebXR Device API Specification.
Socket.io - Realtime application framework (Node.JS server)