EY GUYS i have a dumb but valid question. I’m developing a keepy up game based on the playcanvas tutorials, but, integrated with the VR set. So when I hit the ball is a real experience .
Is working great
BUUUTTTTTT it doesn’t work on iphone
In android and desktop is ok.
But we have quite a problem because we can find no way to get it to run on iphone Google chrome.
I have seen other forums on this . But no luck on different solutions.
If you can give a word of advise
I’ll be great. Thanks
Thanks, I`m new to all this. dont know quite the diference between WebXR or WebVR.
I guess is WebXR, because i what it to work on the mobile browser.
About the polyfill no idea. Ill look for it. ¨
If you have a link, that would be great.
This doesn’t work for me, I tried adding that folder to my scene and I get an error: “WebXRPolyfill is not defined” what am I doing wrong? Sorry I am new to this.
Additionally, when I try the demo scene it never starts to track my phone’s orientation instead it takes me to a page to place my phone in a google cardboard and doesn’t actually track my phone. Is that intended?
Thanks yaustar for pointing that out, I’ve now added the permission request from my core app code, it now should work also independently.
Concerning “Device Rotation only” I would recommend not using webXR as it triggers a weird app installation on some newer Android Phones with Chrome, which is usually a bad user experience. There the request for device rotation only is usually a better option, for iOs 12 you have the problem that this is a safari configuration (instead of a permission prompt), but that issue will be also exist for webvr/webxr polyfill or the device rotation only - solution.