Comments (2)
UPDATE: there indeed is a problem with the emulator, during migration to MV3, the way that the custom WebXR Polyfill is injected has changed. I can no longer inject it correctly in the experience via the "content_scripts" property of manifest.json. Instead I have to do so programmatically via the service worker of the extension, via chrome.scripting.registerContentScripts. In order to inject this into both the main page and its iframes, I had to specify all_frames: true prior to MV3 in "content_scripts", but with the new registerContentScripts method, this property was no longer accepted, and instead they renamed it to allFrames. And I forgot to add it in, lol.
I will submit a new version to Chrome Web Store by EOD
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Hi, unfortunately the emulator is not working for me, with either three.js or A-Frame samples (pls see attached screenshots, tested in Edge). It does work with the babylon.js samples and the immersive-web samples. Have I done smth wrong, with the the setup, or any ideas what might be the problem here?
best regards :)
Hey there!
Thanks for bringing this to my attention, this is indeed a strange problem, one that I haven't seen before.. I tested the emulator with the most barebone example of WebXR: https://immersive-web.github.io/webxr-samples/immersive-vr-session.html, and it worked as expected.
And then I discovered this: when I go to https://threejs.org/examples/?q=vr#webxr_vr_ballshooter, which is the example you are showing in this example side bar view, the button indeed shows VR NOT SUPPORTED, but if I go straight to https://threejs.org/examples/webxr_vr_ballshooter, without the examples side bar, the VR button is back and it works as expected.
Same story with A-Frame, I was able to find the hellovr main page, but similarly https://aframe.io/examples/showcase/a-painter/ did not work and https://aframe.io/a-painter/ worked.
I highly suspect that it has something to do with iframe, the non-working versions of the experiences you mentioned are all in iframes, go to their main page without the iframe, and it works again.
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Related Issues (20)
- Bug: On smaller screen only half of the scene is shown HOT 1
- Head is always at 1.75cm even when not using local floor HOT 1
- Reference Space Type is "viewer" in the frame the session start, instead of the proper one
- Add an option to specify the emulator current reference space type
- It's hard to perform multiple quick press on the emulator
- THREE version used in emulator leaks into content.
- Add/Remove Controller / Hand HOT 1
- Input button retains state at page load before entering immersive mode
- Cycling gizmo modes via numpad keybindings not working.
- I can add a mesh with no width, height, depth.
- WebXR Anchors module always enabled.
- Removed meshes remain in frame.detectedMeshes
- Change mesh size
- XR Planes for user defined meshes
- add ability to toggle XRMeshes visibility
- Type in controllers / headset position and rotation HOT 1
- Reset default pose HOT 1
- Unexpected `press` or `selectstart` behaviour HOT 2
- Capture mouse/keyboard input from website viewport to control emulated headset and controllers. HOT 1
- Simulator does remove canvas from custom web components and after session the canvas is not in the document anymore HOT 3
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