Thank you so much! It works with my Pico 3 headset, but only after updating the Headset's firmware. Before, I only saw the right eye on my own project - left eye is always black. Same on my Android Phone - no left eye. When I open your Unity WebXR live demo, both eyes work (even on the old Pico firmware and on Android). Did I miss a setting to make both eyes work?
@De-Panther24 күн бұрын
@@XOIRISGames If you are using URP, use the regular sample. If you are using BiRP use the BiRP sample and in the WebXR Settings disable the Display Subsystem.
@XOIRISGames24 күн бұрын
@@De-Panther Thank you!
@dewakeadilanАй бұрын
iirc if you press the AR button on the template in the desert scene it will switch to AR. So why does this not working now? Did I miss something?
@De-PantherАй бұрын
It does work. If you have bugs to report, you can open a bug issue in the repo using the bugs template.
@dewakeadilanАй бұрын
@@De-Panther forgive the late reponse. I'll post the report but for the short version : I was building the desert sample scene to webgl without any modifications. VR button works, but AR button only flashes black once and then it's back to the desert scene, no error callback, crash or anything. The host target was itch io
@ianfontesnicacio6666Ай бұрын
Hello, i use the asset HurricaneVR to be my player, but i really dont understand why my buttons dont work. Can you help me? The build works fine, but no hand
@De-PantherАй бұрын
I don't know this asset. It seems to be paid asset, I don't know how the interactions in the asset works. You can ask the creator of the asset for support.
@akhilesh9701Ай бұрын
I have checked the sample build, which you have provided. I am facing a issue while connecting to the vr from the desktop webpage. The screen is going to black ,when i have clicked on vr
@akhilesh9701Ай бұрын
The spectator camera works fine, but the main camera goes black when I click on VR. I've replicated the entire scenario and created a build, which also faces the same issue.
@victorhugoka4378Ай бұрын
I love it. But after i enter in vr mode in browser of quest3 i don't know how i back to navegator, finishing the vr mode.
@cumpotick2 ай бұрын
what is the version of xr plugin manager?
@cumpotick2 ай бұрын
the controllers are not working, I don't know what the problem is
@cumpotick2 ай бұрын
when the scene starts, the left and right controllers are disabled
@linhmaituan51583 ай бұрын
Can you please create a tutorial to create a marker-based AR-app with Unity using WebXR export and how to test it with the app running on localhost?
@De-Panther2 ай бұрын
WebXR doesn't support marker tracking. There are some JavaScript based AR libs for web that support markers (like AR.JS), but the WebXR Export packages doesn't support them.
@abadlibadreddine19603 ай бұрын
Thank you for helping me make my school project i really appreciate your help man
@De-Panther3 ай бұрын
Unity 6 has issues on web with URP and XR Display Submodule. Use the BiRP samples instead and disable the XR Display Submodule in the WebXR Settings.
@EliasIoannou3 ай бұрын
It works for me when i use Air link to connect to the place i hosted it and click VR from there. However when i go through the meta quest browser in VR to test it i just see the number and a weird empty skybox with no lighting like its a default unity scene and u deleted the lighting. This tells me that none of the textures load. Any idea why? Please help :( I use gzip and decompression fallback idk if that plays a role.
@De-Panther3 ай бұрын
I suggest to open an issue using the bug template in the WebXR Export repo. Thanks
@AndrewKang-n4h22 күн бұрын
maybe you have urp-high fidelity as your default renderer. u should downgrade it in quality settings.
@how-to-make-a-game3 ай бұрын
it doesnt work on headset because of the poly fill liberary is missed in the device
@imagoFX4 ай бұрын
Thanks for the video and the awesome exporter. For me, it work on chrome on PC but not on the oculus browser - the loader under the unity logo gets stuck on 90%. Any idea why? תודה :)
@imagoFX4 ай бұрын
Found the problem - In player settings -> publishing settings disabling compression settings solves it. It was mentioned in the video but I skipped it for some reason.
4 ай бұрын
Hey Oren, is it possible to test from unity?
@De-Panther4 ай бұрын
WebXR works only on browser, but you can use the WebXR Export provider package in the same project with OpenXR provider, and test the interactions/locomotion and other mechanics in the editor using the OpenXR runtime.
@m.shahrulnizam46554 ай бұрын
Hi, i have question, why when i play VR in chrome using HTC Vive headset, the scene only display in HMD but in chrome it is blank, how to make it display to both screen?
@De-Panther4 ай бұрын
As explained in this video, you need to use spectator camera for that. It's an extra view.
@m.shahrulnizam46554 ай бұрын
@@De-Panther Okay thanks, does this support in BRP?
@salziert5 ай бұрын
Can I build a native app with capacitor and put my Unity game in their ? And then for example have a leaderboard with js which communicates with the Unity game that got embedded?
@atqamz5 ай бұрын
how to deploy and use an AR instead VR?
@De-Panther5 ай бұрын
The samples already works on AR mode. Just try it on a supported device
@atqamz5 ай бұрын
@@De-Panther I see, what I want to implement is image tracking which is unsupported yet, that's why it won't work.
@jakeaquilina5055 ай бұрын
can you please explain how to use AR with mobile devices?
@jakeaquilina5055 ай бұрын
is their any documentation to show how this works with mobile devices?
@rodrigomulinarioramos75045 ай бұрын
Firstly, congratulations, you are making great tutorials. Secondly, my builds are having very low FPS, what can I do to maintain the quality of your demo and still keep the FPS high?
@De-Panther5 ай бұрын
Use the latest packages version. There's Built-in RP samples there. Use them with the BiRP instead of URP
@rodrigomulinarioramos75045 ай бұрын
@De-Panther I created another project using BiRP, but when I built it and then uploaded it to the github page, my screen turned completely pink when I entered VR or AR. Another thing I noticed is that the BiRP project has 2 screens when I enter AR/VR, including debugging, I saw in the objects in the BiRP scene hierarchy, which has 4 more cameras in the scene compared to the URP scene (Camera ARL/ARR /VRL/VRL), I immediately thought that these cameras were the cause of the problem of having 2 screens in AR or VR, right? If so, how can I resolve this issue?
@De-Panther5 ай бұрын
If the BiRP scene is pink, you are using some URP settings. Regarding the 4 more camers, it is intended. I need to add a warning, that in this mode you should disable the Display module in the WebXR settings.
@gtk2k5 ай бұрын
<Question> I want to implement a stereoscopic video player using WebXR Export. 1. Is it possible to set the GameObject to be displayed only in the left eye or only in the right eye, like mesh.layers.set(1) / mesh.layers.set(2) in Three.js? or 2. Is it possible to use unity_stereoEyeIndex in Unity's Shader to render a different texture for each eye?
@anthonybustamante57366 ай бұрын
Hey, do you know if it is possible to get XR Hands or custom hand gestures of some kind working with passthrough/AR? thanks!
@De-Panther6 ай бұрын
Yes. It works both with WebXR VR session and WebXR AR session.
@marco68106 ай бұрын
Thanks a lot😁! At 6:00 my Background Behavior is greyed out unable to change setting with ignoring focus, do you know what I am doing wrong?
@De-Panther6 ай бұрын
There's a large button "create settings asset" that I clicked on right before that.
@marco68106 ай бұрын
@@De-Panther yeah, but still it was greyed out, I do am allowed to adapt Update Mode
@De-Panther6 ай бұрын
@@marco6810 join the WebXR Discord and share a screenshot in the Unity channel there
@marco68106 ай бұрын
@@De-Panther Joined! Happy to help and learn in the community I was looking at your other video and there I noticed that Run In Background was checked in the Player settings. Just checked it, and now it is now also not anymore greyed out
@zoltar31726 ай бұрын
Thank you for all the hard work to make this happen! Will this also run with WebGPU that Unity has in the beta with 2023.3 and will release in April? Because WebGPU will give a lot of extra performance then WebGL
@De-Panther6 ай бұрын
There's no general support for WebXR with WebGPU in browsers yet. Once there'll be such support, we'll see how and if it can work with Unity.
@StarCrew916 ай бұрын
Is this compatible with URP ?
@De-Panther6 ай бұрын
As mentioned in the video, currently URP is required. Working on adding back support for BiRP
@StarCrew916 ай бұрын
@@De-Panther That's insane ! Thank you for this !
@m.shahrulnizam46554 ай бұрын
@@De-Panther Hi, can i use on 3D Core template, just in case you have done the back support..thanks
@mudsp1ash6 ай бұрын
you're a hero my man
@caiocabral73556 ай бұрын
When I test with Android, dont sync the rotation of the device with the camera... When I solve then? In you live demo works perfectly, but in my build, It can get Google AR/XR correctly :(
@caiocabral73556 ай бұрын
Forgot to mention, build needs to run on a secured context - URL localhost or HTTPS serve <--- is it. Putting https: resolve it
@katariya6086 ай бұрын
as a beginner on unity im still abit confused on the AR part of the WebXR I have used the xr toolkit and ar foundation before but Im not sure how to integrate it with webxr
@vrfordev6 ай бұрын
Thanks you!)
@Ant_-yg4pn7 ай бұрын
Would you have to change anything with regard to the materials being used or the type of object. Doesn't web use gltf? Is this converted automatically upon export? Thanks so much for the video! :)
@De-Panther7 ай бұрын
If you see pink materials in your project, use URP and convert Built-in RP materials to URP. Web doesn't use glTF by default. The only glTF models in this tutorial are the headset controllers
@Ant_-yg4pn7 ай бұрын
Hey thanks! @@De-Panther. I love your project! Do you know if MRTK also works with this? Apologies for the abundance of questions
@De-Panther7 ай бұрын
@@Ant_-yg4pn Should work, I didn't test. I guess you'll have to do some adaptations. And I'm not sure about the performance. But you can try and tell if it worked
@firedragongamestudio7 ай бұрын
Awesome! Thank you for this, can't wait to play around with XR Hands in WebXR!
@De-Panther7 ай бұрын
Forgot to mention, build needs to run on a secured context - URL localhost or HTTPS server
@De-Panther7 ай бұрын
@@ASDESIGN_RT3D use secured context. HTTPS server. you can also follow the Using-XR-Interaction-Toolkit doc in the repository.
@ASDESIGN_RT3D7 ай бұрын
Will do@@De-Panther
@ayseatabey9527 Жыл бұрын
Hi, it looks cool, is there any solution for the keyboard?
@De-Panther Жыл бұрын
Solution for what issue of the keyboard?
@mchac1 Жыл бұрын
Amazing work! Is it possible to integrate it on SCORM? I mean you use a webxr template and to integrate web app in LMS (Moodle) unity tutorials require a Scorm template, have you ever try it? Thanks
@madhvendrarathod31522 жыл бұрын
Excellent Work Man 💫 I was curious about AR. If like for Marker Based AR which scans the target and places a 3D object or a video playback on it. Is it possible to do WebAR with Unity?
@TopChartsGameStore2 жыл бұрын
i was run this project its showing " webgl using webxrexport%UNITY_WEB-NAME% " . what to do i cant understand. please help me.
@bytech1012 жыл бұрын
I am getting compiler error? What could be the reason. thanks
@JamesClarkToxic2 жыл бұрын
I have a scene built with the WebXR Exporter, and with Pixel Crusher's Dialogue System, I'm using a Quest 2. When testing in editor, I can use my thumbstick on my left controller to toggle choices, and the right "A" button to select a choice. However, when I build, it doesn't register any controller input (other than position). Also, is the WebXR Exporter incompatible with the New Input System? I tried to install the Oculus integration, and VR Interaction Framework, which uses the New Input System, and it breaks the project.
@De-Panther2 жыл бұрын
No support for the new input system
@JamesClarkToxic2 жыл бұрын
@@De-Panther Thank you for the reply. With that being said, how do I get the build to register my Quest 2's button presses?
@De-Panther2 жыл бұрын
@@JamesClarkToxic better use the WebXR Discord or open an issue in the repo. It's all in the WebXRController. There's WebXR Interactions package, which you can look at the code of ControllerInteraction to see how to interact with the WebXRController.
@adrienlame33502 жыл бұрын
Does it work on meta quest 2 ?
@De-Panther2 жыл бұрын
Yes
@1957dim2 жыл бұрын
היי אורן אני זקוק לעזרה אפשר לדבר איתך בפרטי
@elenix40822 жыл бұрын
Why mine does not have that AR/VR toggler button?
@JustLee-wn5zz2 жыл бұрын
Hello, I followed this tutorial and mine works! By the way, do you know How to activate AR option? Only VR button is active and AR button is greyed out.
@hitlab2 жыл бұрын
Excellent tutorial! Thank you so much. So helpful.
@ikarosound25043 жыл бұрын
Awesome! I followed the guide but when i try it on AR on ios the 2 squared for the eyes are rotated of 90 degrees and if i turn my phone the image not turn as aspected, it is normal? maybe I missing something?
@ikarosound25043 жыл бұрын
@@De-Panther Ah, thanks for the info!!!
@wanglinda22122 жыл бұрын
@@De-Panther Doesn't it run on a webGL page ?
@De-Panther2 жыл бұрын
@@RengokuGS Chrome and other browsers on iOS are just a wrapper of Safari...
@mohammadrazakhan38523 жыл бұрын
What If my scene is having XR Rig and oculus hand models. And everything this Is set to XR Related ? When I try to export my scene I get error when I open the Index file in firefox showing Error related to Unity package. When I try to export the Desert scene I didn't got any error. So I got the error because I Have XRRig instead Webxr CamerSet ? Please someone solve my confusion. I'd have WebXr Camera Set instead I have XR Rig which have all my interactable and oculus hand models which is used
@hailelam41123 жыл бұрын
Help me. How to build run webXR xampp ??
@MattPorter03 жыл бұрын
Great job!! Is this possible to use with navigating the scene with computer keyboard and mouse?
@mmmshuddup3 жыл бұрын
Amazing work! but I see nothing in my headset. And I get a warning saying there’s no valid WebXRSubsytem enabled... please help :’( idk what any of this means or how to debug
@De-Panther3 жыл бұрын
In the Editor or in WebGL? For the editor - Check your device XR Plugin in the Desktop plugins list. For WebGL- Make sure that WebXR Export is set in the XR Plugin WebGL list
@hiranga3 жыл бұрын
@@De-Panther This looks really fantastic! I'm trying to understand where to / how to develop an AR experience for WebAR (without need for an App) - do you think you could please clarify this>>> ? >>> I want persistent tracking, hosted to a Marker, so that if the marker goes outside of view, I want the 3d assets to continue showing with the position estimated. I came across Google Model Viewer, which seems to work well, however it does not have Marker tracking to begin the experience, and set the real world scale of the object. I then tried AR.js, but the asset disappears if the Marker goes missing from the scene (unless there is a way of overcoming this???) . Assuming AR.js and Google Model Viewer don't work for me, is Unity AR Foundation the way to do this? I need it to run on WebAR for Android and IOS.. So will this exporter achieve that? Any compatibility issues?
@De-Panther3 жыл бұрын
@@hiranga WebXR - Web API that uses the native device VR/AR capabilities. On Android it uses ARCore, on iOS there's currently no support for it. Google Model Viewer - Use WebXR on Android, and uses Apple Quick Look on iOS. AR.js - A library that has it's own algorithm for AR in browser, it works on most of the browsers and devices, depends on the device memory and capabilities. There are other web AR libraries for the web that are not based on WebXR. Unity's AR Foundation doesn't support WebGL at the moment. So currently no WebXR or other web AR libraries support. If you need to run AR on both iOS and Android, and you need both SLAM and Image Marker tracking, there are several web AR libraries that might work, but better do some search for that.