Hi, I just signed up and I’m really excited about this tool.
What is the recommended setup for XR development. I know browsers and hardware are maturing, what is the most stable setup for development?
I have an Oculus Rift S (on beta channel), Chrome (latest), Firefox (latest), Win 10, and SteamVR (latest)
If I:
make a new project
select VR Starter Kit
wait for it to load
click play
I don’t get into immersive VR. Sometimes it doesn’t leave the oculus gray zone. Sometimes it opens the scene, but freezes on the first frame with an hourglass animation.
I can get the playcanvas.github.io examples to work with alot of rebooting, but keep getting stuck with “VR NOT FOUND” on this testing page.
Hi, thanks for the reply. When I use my Rift, I get into a state where that page says “VR support not detected”.
If I kill all chrome processes, restart Oculus, and try the page again, it says “VR support detected”
The VR support is never usable in the PlayCanvas editor, and I think there are some problems in the player. (I just started , I’m not totally sure what to expect, I was able to get the github examples to work a bit, but it was on/off and buggy.)
OK, that page is not PlayCanvas driven and is effectively a hello world for WebXR. For it not to show VR consistently means there is more likely to be a potential issue with the setup you have with your PC or the software (browser, SteamVR etc)
I’ve created an internal ticket to investigate a Windows VR setup starting with in a connected mode of some sort. If that fails, I will get hold of a Windows HMD such as the mixed reality headsets.
Unfortunately, with my current workload, I won’t be able to start looking at this till next week.
There is an issue where WebXR experiences don’t launch properly from iframes so you have to use the iframe-less publish link instead or the launch tab: https://playcanv.as/e/p/g7uSJhuo/ (note the /e before the /p)
I’ve looked into this a bit more and it looks like WebXR immersive VR on desktop with Air Link only works if you only have one WebGL WebXR tab open in Chrome.
If there is more than one, it will crash trying to get into VR on the connected Rift.
If the user quits the any WebXR experience (including those on Immersive VR Session) via the sub menu on the Rift rather than a quit button on the desktop browser, the browser will then be unable to launch a new experience and will crash.
This also means that if you are using the PlayCanvas Editor, you have to close that down before opening a new tab for the launch tab which is not a great experience.
I will write up a ticket for the last issue after doing a bit more experimenting and see if there is anything we can do to improve this.
The whole thing just works a lot better on the Quest Standalone at the moment by the looks of things