Comments (2)
Actually, you may do it with little trick, that you will build 2 scene first will normal second will integrated webXR. In normal scene you may add UI button for switch to webXR. You will upload both of scene in different folders like (.com/normalScene) (.com/vrScene) when you click to button it will navigate to (.com/vrScene) and opposite of that when you click button in vrScene it will load (normalScene). Maybe it sounds unproductive but it can be tried. What you think about this ?
from unity-webxr-export.
You can now check if AR or VR is supported, and toggle them from WebXRManager
from unity-webxr-export.
Related Issues (20)
- Unity 2022 & UDRP? HOT 1
- Trouble to enable AR button in Edge browser HOT 1
- Spectator camera doesn't work well with URP material HOT 1
- How to interact with UGUI with VRTK4 or Tilia UnityUI in 2021.3.17 HOT 1
- nothing appear when switching AR mode HOT 3
- OnXRChange don't work on mobile HOT 3
- Builds not loading in browser, always getting 400 code HOT 1
- WebXRCameraSet pushed to ground HOT 1
- Depth textures support
- WebAR Screenshoot HOT 1
- Hit Test doesn't access camera in Iphone HOT 2
- UI does not work in AR Session (IOS-XRViewer) HOT 6
- Stencil shader doesn't work on WebXR mode
- XR Interaction Toolkit - CameraFollower Camera view wrong on mobile AR HOT 1
- XR Interaction Toolkit - 3D Objects are not interactable using touch HOT 1
- 30fps on oculus quest 2 browser with URP HOT 2
- capped at 30 fps in oculus browser HOT 2
- AR Foundation support HOT 1
- Add support for XRSystem.offerSession
- Quest 2 frame rate in demo scene HOT 1
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