Closed TheBricktop closed 4 years ago
Is there a URL to test? I didn't get to build the WebXRFull template for a while now. And as you wrote, it enables the VR button on the Cardboard.
Are you using HTTP or HTTPS? If you are using HTTP, it might use the Polyfill, and actually use the old WebVR API.
It might be the reason for problems, we have we are checking the certification at the moment. The adress is here http://instytutxr.tk/SolarisWebXR/ .
So the issue was the non-secure connection. I see that it's refer to HTTPS now, and both AR and VR modes worked on my device. Cool demo.
Hi,
[Update] See this issue: No active WebXR.WebXRSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
This is why the XR is not working fot me. Will create a new thread/check for answers.
I see this issue is closed, but I'm having a similar issue. I'm using the plugin with Unity 2020.3.2f1 and uploaded the .zip file to itch.io: https://eco-editor.itch.io/webxr-test-dec15
I've exported with WebGL templates: Default and WebXR2020 and both resulted in Grey AR/VR buttons.
also tried with Unity 2019.4.31 with WebXR template and WebXR default template.
Tried playing on the Quest - same result.
Finally went to the ,index file and chaged this code:
enterARButton.addEventListener('click', function (event) { unityInstance.Module.WebXR.toggleAR(); }, true); enterVRButton.addEventListener('click', function (event) { unityInstance.Module.WebXR.toggleVR(); }, true); </script> </body> </html>
I understand this is an http/https related issue, what type of security itch.io has?
Thank you
I am having the same error when running in editor.
unity 2019.3.15f1
No active WebXR.WebXRSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
UnityEngine.Debug:LogWarningFormat(String, Object[])
WebXR.SubsystemLifecycleManager`2:GetActiveSubsystemInstance() (at Library/PackageCache/com.de-panther.webxr@69346515f8/Runtime/XRPlugin/XRSystemLifecycleManager.cs:57)
WebXR.SubsystemLifecycleManager`2:EnsureSubsystem() (at Library/PackageCache/com.de-panther.webxr@69346515f8/Runtime/XRPlugin/XRSystemLifecycleManager.cs:37)
WebXR.SubsystemLifecycleManager`2:Awake() (at Library/PackageCache/com.de-panther.webxr@69346515f8/Runtime/XRPlugin/XRSystemLifecycleManager.cs:26)
WebXR.WebXRManager:Awake() (at Library/PackageCache/com.de-panther.webxr@69346515f8/Runtime/Scripts/WebXRManager.cs:122)
I looked in XRSystemLifecycleManager.cs
and loader is returning null
protected TSubsystem GetActiveSubsystemInstance()
{
TSubsystem activeSubsystem = null;
// Query the currently active loader for the created subsystem, if one exists.
if (XRGeneralSettings.Instance != null && XRGeneralSettings.Instance.Manager != null)
{
XRLoader loader = XRGeneralSettings.Instance.Manager.activeLoader;
if (loader != null)
activeSubsystem = loader.GetLoadedSubsystem<TSubsystem>();
}
if (activeSubsystem == null)
Debug.LogWarningFormat($"No active {typeof(TSubsystem).FullName} is available. Please ensure that a " +
"valid loader configuration exists in the XR project settings.");
return activeSubsystem;
}
I've Used webXRfull template for my application, works flawlessly in flat mode in almost all browsers. There is one issue tho - i cant enable the VR button (always gray even when the loading bar is full and the app actually starts). Weirdly the it works on Carboard without any issues (both android and ios).