Now that the Oculus Quest has come out and it’s completely un-tethered which makes it so amazing, what’s the next step for WebVR to take advantage of this?
Like is there already some built in API via playcanvas that can track movement/motion controls? Or do you have to do some fancy stuff to get the tracked motion controllers and headset.
I only ask since playcanvas is optimized for the web and mobile and the Quest itself is using the advantage of mobile tech to do what it can do! Thanks in advance for any insight on this.
I am running the native Oculus Quest (1) web browser and the playcanvas “VR Lab” at https://developer.playcanvas.com/en/tutorials/webvr-lab/
does not render correctly. It shows up as a floating screen with the 2 fisheye views.
This is a problem I have seen across different WebXR samples on other sites e.g. Aframe. Even from the same website, some WebXR displays immersively as expected and others display on a floating 2D screen.