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Render web VR content #7
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That would probably require changing the way the screen renders with the help of OVROverlay. As it is now, it uses OVROverlay to render to a quad. So we'd probably have to switch that to rendering to a sphere |
Hi Ian, I'm not sure if this needs a new request, but we're trying to get a web page with a WebXR game on it to play on your browser within an oculus app. We can see the WebXR game on the page (and interact with it in 2D), but when we click on the 'VR' button, it doesn't open up into immersive view. Here is an example of a WebXR page similar to the one we are showing: The VR button does activate (it turns blue), but it just doesn't pop out into immersive mode as WebXR usually would. Is this something you'd be able to help us with? Or do you think you'd be able to point us in the right direction? Many thanks, Ed |
Hi Ed, I don't have the time to implement this but you're more than welcome to try yourself. Unfortunately I don't know how this would work. This browser is based on firefox's geckoengine so you could ask over in their forums how you could adapt this to a unity implementation. Right now the browser is rendered to a 2D plane, so you'd likely have to render it to something like a sphere? I'm not sure! |
Hi, Great job!!
I cannot view Webvr html page, ex. aframe.io
Is there a way? maybe with:
import org.mozilla.geckoview.GeckoVRManager;
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