Request: WebXR Raw Camera Access (camera-access feature) in Quest Browser
Hi Meta team,
I'm building a WebXR mixed reality application on Quest 3 that uses computer vision to annotate real-world objects in AR — think floating info panels anchored to products on a store shelf, triggered by voice commands. The app uses Three.js + React-three/xr and connects to backend AI services for object detection and enrichment.
The missing piece is camera-access. When I request it:
```
navigator.xr.requestSession('immersive-ar', {
requiredFeatures: ['camera-access']
});
```
The session is rejected with:
`Feature 'camera-access' is not supported for mode: immersive-ar`
This is on Quest 3 running Horizon OS v85, Quest Browser latest.
Why this matters for WebXR:
The Passthrough Camera API is already available on native platforms (Unity, Unreal, Android) since v76. Bringing it to WebXR would unlock a category of browser-based MR apps that currently require a full native build pipeline — real-time object detection, visual search, accessibility overlays, educational AR, and more.
WebXR's strength is zero-install, share-a-link distribution. Pairing that with camera access would make Quest 3 a much more compelling platform for MR web apps.
Current workaround:
I'm using getUserMedia as a fallback to capture camera frames, which works but loses the per-eye reprojected textures, pose-aligned intrinsics, and the tighter integration that the Raw Camera Access spec provides. The app is architected to switch to camera-access the moment it's available— no code changes needed on my side.
My request:
Is there a timeline for camera-access support in the Quest Browser? The https://immersive-web.github.io/raw-camera-access/ is defined, Chrome has supported it since r107, and the native Passthrough Camera API is already shipping. Would love to know if this is on the roadmap.
Thanks for all the work on WebXR support — hit-test, hand tracking, plane detection, and anchors have been great to work with.