I tried in Chrome (with officially support WebXR) but sadly, Chrome is not compatible with HTC Vive Pro (it did not detect my HMD when trying to enter in VR, it’s seem compatible with mobiles HMD only).
What are my solutions here? Trying to duplicate the WebVR demo without using the VR starting kit?
And guess what, this tutorial use the same code: this.app.xr.isAvailable(pc.XRTYPE_AR) ! Why it is working in this demo but not in the default WebVR project? Is this a problem testing in the play mode directly from the editor? Something else?
Another test that you can do it to try with the lasted Chrome version on mobile. Same problem (WebXR not compatible in this project but demos in tutorials section of Playcanvas’s website and other WebXR demos are working).
The standard for WebXR requires that the API is only available to sites loaded over a secure connection (HTTPS). For production use, you will need to use a secure origin to support WebXR. If you don’t already support HTTPS, you can get started using Let’s Encrypt. For development purposes, Oculus Browser allows WebXR on localhost servers without a secure connection or SSL certificate.
Ah yes, I’ve been bitten by this before. WebXR and WebVR APIs are not accessible over standard HTTP. Maybe we should update the examples with a warning?
This issue seems to appear on Oculus devices (I’m using AirLink on a Quest 2). WebXR seems to fire up on Edge fine, but in Firefox 94.01 on Windows 10 Pro (now has native WebXR support) I get a “WebXR is not supported” in the Playcanvas “VR Starter Kit” demo. Mozilla Hubs, and other demos do indeed work, i.e. Hello WebXR! - Mozilla Mixed Reality