The official webvr lab method used in my project. my
If you can’t see the car clearly with VR glasses, there will be double shadow.
this.camera.camera.enterVr(function (err) {
if (err) {
console.warn(err);
}
});
WebVR Tracked Controllers
This is the official webvr tracked controllers.
This one uses Google VR.
Sorry, the new user can’t put two pictures to see if they can add in the reply.
Can you use the entervr method to achieve the same effect as Google VR? The left eye is farther away from the left, and the right eye is farther away from the right, or there are other methods to adjust. The project cannot rely on Google VR.
I don’t know VR terms. I hope it can be described clearly
Excuse me, I put the mobile phone with 6.65 inch screen in the VR glasses box with the maximum size of 6 inch. Is there any way to adapt the 6.65 inch screen to 6 inch
Yes, it seems that QR code can’t affect chrome browsing VR page.
Webvr, which relies on Google VR, will optimize mobile phones with a screen size larger than 6 inches. There will be a gap from the edge of the screen to the field of vision. The VR glasses box with 6 inches can also view webvr normally
Is there any way to achieve this effect with entervr
I can’t reproduce your issue with my 6 inch Google Pixel 2 XL with a Google Cardboard device unfortunately.
The project is private but looking at your source code, it looks like it is using the older WebVR API. This does feel like a Google Cardboard settings issue on your local device and/or the WebVRPolyfill not recognising your phone.
However, if the tracked controllers project is working for you (which is using the newer WebXR API), I recommend switching over to use that API instead.
I have used the new webxr API, but it requires mobile phones to install Google VR app. It is difficult to install Google VR app in China, which is not convenient for business (we are a Chinese company)