Closed avaer closed 5 years ago
Result on Oculus Browser on Quest. Will need to resize/hide the UI based on browser window size. Could use same as #28
Clarified that we should also be testing XR entry. That would probably block this issue on https://github.com/exokitxr/exokit-web/issues/13.
@chrisplatorres Any way to get a log?
Yes:
how to wirelessly do dev tools:
Quest plugged in
adb shell ip route
ip address is src
adb tcpip 5555
Quest unplugged
adb connect ip:5555
in chrome chrome://inspect
open site in quest
this worked on linux, windows was having some firewall issues:
An attempt was made to access a socket in a way forbidden by its access permissions. (10013)
Tested and found that Magic Leap does not allow SharedArrayBuffer
(#43) and does not have a flag to enable.
pixel3a / android by default gives error
Uncaught (in promise) ReferenceError: SharedArrayBuffer is not defined
but it works after enabling chrome://flags -> sharedarraybuffer experimental flag
Current Oculus Quest / Oculus Browser error, with WebVR/WebXR flags enabled:
com.oculus.browser (OculusBrowser/6.0.17.167158974 SamsungBrowser/4.0 Chrome/74.0.3729.182)
That error is WebXR not being supported by Quest right? Since even the webxr samples fo not work. The flags should be disabled so the polyfill takes over.
Getting similar error on desktop SteamVR:
Getting this error on Chrome Canary with the following flag setup:
Uncaught (in promise) DOMException: The specified session configuration is not supported.
Error when attempting to disable WebXR flags and load web.exokit.org 's polyfill (note: polyfill did work on WebXR samples):
navigator.xr
is undefined on web.exokit.org, but logs as the polyfill in the samples:
Loading in MLO now, but when clicking the XR entry button, getting similar error as Quest:
xr-scene.js:141 Uncaught (in promise) TypeError: Failed to execute 'requestSession' on 'XR': cannot convert to dictionary.
Magic Leap is loading without an issue now, other than the white grid is visually weird in AR because it goes out to infinity/does not depth clip with IRL environment. Also a-blaster is "stuck to your face" / not updating position or anything:
Oculus Quest is loading now and there is no longer any "tracer" bug. A-Painter loads and paints correctly. Moon Rider is play-able:
A-Blaster does not load:
We could use the MLO log for the html UI loading. Otherwise we can’t put in any html ui for the demo.
MLO log for html UI, still showing the plane as black.
The ML1 case should be fixed + rendering fine now.
iPhone works in cardboard mode. We can explore immersive-ar
mode on iOS in the future.
I think think means we have parity across browsers, so closing this one 🎸.
Should test these devices to make sure the WebXR implementation is working:
This includes the 2D page rendering, as well as XR entry: https://github.com/exokitxr/exokit-web/issues/13