google-ar / codelab-webxr

Building an augmented reality application with the WebXR Device API
https://codelabs.developers.google.com/codelabs/ar-with-webxr/
Apache License 2.0
171 stars 85 forks source link

"Unsupported Browser" message on Canary 72, Pixel XL, Android 9 #13

Open nylki opened 5 years ago

nylki commented 5 years ago

Hi, Although the phone I am using fullfills all requirements, I get the "unsupported Browser" screen when opening the test website. I have experimented with AR apps before (eg. three.ar.js via the older ARCore version), so it should in principle work.

jsantell commented 5 years ago

I'd check out the Chacmool demo to see if it works for you, there's a chance Canary's WebXR isn't currently working

lookreelDev commented 5 years ago

Hi jsantell I work for a university in an innovation lab. So we have been trialling a lot AR technologies. It has come to the Universities interest to research into web-AR Just referring to the question that was asked from the previous post. I have tested the chcmool demo. and works like a charm using chrome canary. However the git project ar-with-webxr-master. When I load this live to view through my device which supports ARcore. It still gives me Unsupported browser. I have tested this through your Try It link and strangely works there. What could I be doing wrong?

Thanks in advanced...

nylki commented 5 years ago

@jsantell thank you for the Chacmool demo link. That one works indeed in the latest Chrome Canary. But running your own experiment from this repo apparently like @GeorgeDevDeakin also observed.

jsantell commented 5 years ago

The hosted codelab examples work for me on Chrome Canary 72.0.3616.0, Pixel 2, Android 8.1.0 -- are you saying it works there, hosted, but not when loaded via localhost?

nylki commented 5 years ago

@jsantell I can't test the hosted version right now, but I can say for sure, that the localhost version was not working. (tested via chrome remote device dev tool and its port forwarding)

jsantell commented 5 years ago

WebXR requires a secure context, so localhost or HTTPS: check out #4 for details of local dev

lookreelDev commented 5 years ago

Hope this is not a silly question. Is there any way that we can by pass checks for secure content in the code to activate the AR through localhost? Do you know of any node live server's that can provide create the HTTPS and pass as secure? If I have understood this correctly

Thanks

nylki commented 5 years ago

@jsantell I am well aware of that, since that was also the case for prior three.ar.js demos.

The WebXR test website was indeed opened on the Pixel smartphone on localhost.

The traffic was forwarded via USB (and via Desktop Chromes remote devices feature). That did work before (in WebARonARCore with three.ar.js experiments) but not in this particular case.

JeaNugroho commented 5 years ago

Hi @jsantell , I have been trying the Chacmool and Try It link. It both doesn't work for me, but here's what I have about my phone and my workstation laptop: Samsung Galaxy S8: Android 9, Chrome 76.0.3793.0 Windows 10: Chrome 76.0.3793.0 I installed ARCore on my phone and enabled those Chrome 2 flags in both Chromes (laptop and phone). It still doesn't work for Chacmool and he Try It link. Do you know what's going on?

jsantell commented 5 years ago

The implementation of WebXR in this repo no longer is in sync with the latest spec changes, which I think will be in Chrome stable end of Summer for now

m4ntr4r4m4 commented 1 year ago

WebXR requires a secure context, so localhost or HTTPS: check out #4 for details of local dev

this is the best answer.