Does WebGL work for the Oculus Browser?
I tried two different WebVR demos, but they both give an error on Oculus Browser (Oculus Go, and some reported for Quest also). The demos I tried: https://de-panther.github.io/unity-webxr-export/Build/ https://mixedreality.mozilla.org/unity-webxr-export/Build/ The error I get: Internal Unity error: gles::GetProcAddress("glFramebufferTextureMultiviewOVR") was called. gles::GetProcAddress() is not implemented on Unity WebGL. Please report a bug. So anyway, my question is, does WebGL work for the browser on Oculus? Does anyone have a working demo please? Thanks a lot!2.3KViews1like0CommentsTrackedDeviceRaycaster Does Not Work with WebVR
When I run my WebVR app in the editor with my VR headset connected, TrackedDeviceRaycaster works and the UI responds to being pointed at by the controllers. When I run the WebVR build and switch to VR, the UI does not respond to being pointed at by the controllers. I did some digging around and this is what I am observing. When running in the editor, the eventData passed to TrackedDeviceRaycaster.Raycast has pointerType = UIPointerType.Tracked, which causes the method to call PerformRaycast. When running as a WebVR build, pointerType = MouseOrPen, which causes PerformRaycast NOT to be called. Furthermore, I believe InputSystemUIInputModule.GetPointerStateIndexFor sets the pointer type. It seems the bug is in there.1.3KViews0likes0CommentsUnity with WebVR lags on Oculus Quest
I'm working with Unity (v2018.4) and Mozilla WebVR Assets. Building a project and exporting it to WebVR works fine. No problems occur while running it on a Rift (via Chrome or Firefox). However, running it in Oculus Browser or Firefox Reality Browser (on Oculus Quest) will result in a very laggy/jittery camera movement. Hands are fine, but everything else is not. This is not dependent on the scene itself. The issue can be reproduced by simply open the 'Mozilla WebVR Assets' example which I can't post as link: mozilla.github.io/unity-webvr-export/1.1KViews1like1CommentWebVR getVRDisplays() error
Hello! I have a problem with WebVR API, when I call a getVRDisplays() Oculus Browser returns error: Uncaught (in promise) DOMException Code: navigator.getVRDisplays().then(displays => { if (displays.length) { VRManager.display = displays[0]; console.log("VR api found " + VRManager.display.displayName); } }); but in Firefox Reality it works great, appearse only in Oculus Browser. Maybe someone know where is a problem may be, thanks for help!598Views0likes0CommentsPositional tracking in Oculus Browser WebVR worse than native
Hi there, Thanks for all the great work on the Oculus Browser! I believe I'm seeing significantly worse positional tracking in the WebVR browser compared to native apps. To reproduce: Visit http://moonrider.xyz using the Oculus Browser on Quest Click to enter VR (glasses icon in bottom right corner) Bend knees and move whole torso from left to right (i.e. left/right DoF, not yaw) Notice the edges of things like the 'Start' button and the grey star you are standing on (look down) move in a choppy way To compare: Open Beat Saber demo and start tutorial Move to the corner of the black square you are standing on (with the white edge) and look down Repeat same left/right movement Notice the white edges of the square do not move in a choppy way So it appears the WebVR browser has a lower frequency of positional tracking than the native apps. Is this something that can be fixed?762Views0likes2Comments[WebVR] [Oculus Go] Headset and Controller have different display ids
Hello, we have developed a 360° showcase web app and implemented the web vr interface. We have already tested the website in Firefox with the Vive and Rift and on Android with the Google Daydream. When we tested the app with Oculus Go we noticed that the vr api works as indented but the controller was missing. I debugged the browser app and found this: The display id of the Oculus Go and the display id of the controller were different. When the controller is in the same 3d space as the vr headset the two display ids should match. This is not the case when using the Oculus Browser. So our web app ignores the controller. See also: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/displayId Here is an example: https://webvr.info/samples/XX-vr-controllers.html This app ignores the display id so the controller is visible. Open this link in the Oculus Go. Connect your Oculus Go to your computer, enable developer mode and install ADB. Open Chrome on your Desktop and enter chrome://inspect. Inspect the XX - VR Controllers tab. List all your vr displays with "navigator.getVRDisplays().then((r) => console.log(r))". List all your gamepads with "navigator.getGamepads()". You should see that the display ids differ. For now we'll ignore the display id if the display name is "Oculus Go". But is this behaviour indented or is this a bug? The ids match in the Android Chrome browser.534Views0likes0CommentsOculus Go Controller touchpad event
Hi, I am developing VR application on WebVR, how can I get Oculus Go Controller touchpad event/ touch position? Here is a guide of Unity only : https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/#unity-ovrinput-go-controller533Views0likes0CommentsOculus Home overrides WebVR
I haven't been able to nail down a root cause and reliable path to reproduce but when trying to start a WebVR experience in Firefox the view in my Oculus Rift will fade to black like its going to go into the experience but then fades back to Oculus Home. This seems to happen randomly, but once its starts it wont stop until I close Firefox and Oculus Home and restart everything. This makes development and demoing really really annoying. I have seen on the slack channels that other developers are having the same issue. Can anything be done to fix this? Windows 10 with Firefox1KViews0likes2Comments