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Found 34 results

  1. Hi beloved community, The implementation of WebVR 1.1 is in pretty good shape, @RaananW has done an impressive work. We're still in the process of polishing and finding ways to make it simple & powerful, the spirit behind Babylon.js since the beginning. You can read the documentation here: and you'll discover that you can map your controllers (HTC Vive Wand or Oculus Rift Touch) to a mesh to the final sample shared at the end: (you need a recent version of Chromium or Firefox with gamepad extension enabled you may find on I'm in the process of integrating the 3D models of both controllers. For instance: - HTC Vive Wand model: - Left Touch: - Right Touch: I'd like to animate them by default when you'll press the trigger & the button to enhance immersion and provide you a default behavior that'll match most use cases. We still need to work on that with Raanan. I'm also experimenting turning Sponza in VR mode: . You can play with it if you've got a WebVR 1.1 device but beware, I'm still breaking it frequently. It also works on smartphone using Cardboard as we're falling back to VRDeviceOrientation camera in case of non WebVR support. VR for all!!! Regarding WebVR, it currently works in: - Edge Windows 10 Insider fast version that ships WebVR on by default. You can try it using the Mixed Reality Portal simulator: - Chromium with HTC Vive & Oculus Touch Stay tuned, we're continuing building great stuff you'd like. Cheers, David
  2. Total Babylon noob here looking for some help! I'm working on a WebVR game and want to add in some 2D elements like a small "Press the A button to start" box. How would I go about something like this? I've played around with Canvas2D but for some reason have only been able to get it to show the 2D element through one eye of my headset and have since scrapped that idea. Any ideas for the best way to go about this would be much appreciated!
  3. Checking in to see the support for WebVR in the current edition of Babylon. Currently, Babylon doesn't see WebVR enabled on my copy of Google Chrome (Canary) or Firefox nightly., and recognized but no working in Chromium experimental build (Feb 7). Currently, the Chromium build with Babylon 3.0 alpha blows up with some undefineds: Uncaught TypeError: Cannot set property 'x' of undefined at Matrix.getTranslationToRef (babylon.max.js:2817) With Babylon 2.5, you get a stereo screen in Chromium...but the Vive does not respond - does not show the stereo scene on the desktop window. Advice on any browser or SteamVR setting which will enable the headset appreciated!
  4. hi everyone, I look through the forum to see if anyone has worked on a babylonJS example that involved the use of WebVRFreeCamera with Samsung GearVR(with their phone device attached to the gear mini usb), since GearVR's internet browser "Samsung Internet" has webvr supported. But what I found mostly are people suggested using VRDeviceOrientationCamera for GearVR instead, which is using mobile screen as the vr display. So my question is as stated in the title: is it possible to just create a WebVRFreeCamera in the BJS scene for webvr experience to be worked on GearVR? I also found this example which uses Three.js and the webvr api, which I tested on gearVR's samsung internet and it works, but I had never learned Three.js before and I am keen to continue working on a babylon.js scene instead.
  5. What would be the best way to detect for WebVR support in the browser (Firefox Nightly/Chromium with Oculus)? Ideally I would like to detect for it before I load up my scene and create the necessary cameras.
  6. Well, good news is that Microsoft is going to support WebVR in the Edge browser. This is great, since it means that the Hololens and similar AR device may be accessible to web programming. However, to make it work with these devices, the WebVR spec just added and deprecated some functions. Apparently AR devices provide detailed rendering info that wasn't addressed in the WebVR 1.0 spec - the 1.1 upgrade fixes that. Migration Guide: Updated samples: JS Shim for Chromium (which still has the 1.0 spec) The big issues: Replace VRDisplay.getPose() with VRDisplay.getFrameData() Use projection matrices provided by VRFrameData, instead of computing from VREyeParameters.fieldOfView() Use the view matrices from VRFrameData, instead of computing from pose + eye offsets
  7. Hi, does anybody know if it's possible to get the position and rotation-data of the vive-controllers?
  8. Hi, i have a webVrFreeCamera that correctly follows Oculus tracking and orientation, i can't get video output on Oculus. The demos on MozVR are written in THREE.js and they have a button that enables vr mode. They works fine. How can i get the same behaviour in Babylon.js?
  9. Has anyone seen an example or know how BabylonJS works with reticles when going into VR mode? I'm looking into having a custom reticle or cursor in my scene to use as a targeting crosshair. My thoughts were to use ray casting. I would create a plane in front of the my camera that will be textured with a crosshair image Create a Ray from the middle of a plane out into my scene. Then pick the 3D Object that it hits first. Allow it to work with switching to multiple cameras types for when in VR or not. I know there are ways of doing this. I'm just a bit confused with the implantation. Anyone have any thought? Thanks in advance! Shane