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The experience can be controlled now (issue #72), but it may be confusing because the other might forgot about installing the extension.
cvan updated
2 months ago
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Hi,
In my use case, I'm binding WebGL calls to their OpenGL counterpart in Java. I'm encountering some performance issues that I narrowed down to the time it takes to call a native function from Java…
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This demo link does not work in Edge but does work in Firefox.
https://mozilla.github.io/unity-webvr-export/Build/
I tried building my own demo from the repository too and it also doesn't work in …
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Trying to build this out to have some use for Cardboard, and coded some functionality based on touch input (as I've done with many Unity-based cardboard experiences). Works fine in 2D mode but stops r…
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Assuming that this there will still be a transition period for main browsers to include the WebXR API proper and that no polyfill will be sufficient (unlike for WebVR and A-frame) having a warning mes…
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**Description:**
For A-Frame, this is uncharted territory for a lot of us. But let's get a start on it, and build from there.
People with experience include:
- @feiss - [A-Painter Interface…
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Hi,
I have'nt managed to make it work this system/Unity asset with a Windows Mixed Reality (WMR) headset, trying on several different computers and headset (Lenovo and HP). I do not know if this sy…
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Main purpose is to bring aframe to native apps and download assets into local storage.
Combining three.js/webgl with react native is not a new idea at all.
https://discuss.reactjs.org/t/webgl-in-re…
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Chrome has switched from vendor specific APIs to OpenXR. [Oculus and Valve have shipped experimental runtimes on their respective beta channels](https://immersiveweb.dev/chrome-support.html#getting-op…
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Some of our earliest issues involved tying sensor polling to animation frames (see #4).
Initial implementor feedback pushed in the same direction, for performance reasons, see: https://github.com/w…
tobie updated
7 years ago