[SOLVED] VR for devices like Oculus Quest

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.

Oculus Quest already works great with PlayCanvas apps:

Get started developing for it today. :smile:

Oh snaps! Do you have a link to the project so I can investigate?

Also how do you map for movement of the user? Like API’s I NEED DEM API’S!! haha :wink:

Sure. It’s the ‘WebVR Lab’ project in tutorials section of the developer site (filtered on the VR tag):


PERFECT! Thanks for sharing :smiley:

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Hi community,

I am running the native Oculus Quest (1) web browser and the playcanvas “VR Lab” at
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.

So, other playcanvas WebXR does work, for example Orange room

Has anyone else encountered this issue?

And, yes, I have tried clicking the Non-VR and 2D-2D buttons in every combination to no avail

WebVR Lab is still using the older WebVR API and not yet been updated to WebXR.

I’m surprised it doesn’t work though as I thought the Quest still supported the older WebVR API :thinking:

Found out that WebVR support was dropped on the Quest a few months ago: https://www.reddit.com/r/oculus/comments/ghne3f/ouclus_retired_webvr_support_from_go_quest/

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