Great tutorial mate, it works perfectly !! thanks for all your help on the discord :D
@hafeezurramlee32763 жыл бұрын
Cool update bruh!
@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?
@baraksidi3 жыл бұрын
Hi , thanks for the Tut's . Can a project built with XR and the XR interaction toolkit be exported to WebXR ? or does it involve converting everything to WebXR assets ?
@De-Panther3 жыл бұрын
You'll need to modify XR Interaction Toolkit to support WebXR
@baraksidi3 жыл бұрын
Thanks! how complicated is it ? 🤓
@De-Panther3 жыл бұрын
@@baraksidi I don't know. Need to check if there's an option to set external base providers to the components, or inherit and add references to the WebXR components, or something else... each option has it's own issues/complications. Send me a message if you try that :)
@baraksidi3 жыл бұрын
אז מאוד מסובך =) אם הייתי מתמצא ברמות האלה הייתי הולך על זה. נראה לי שבמצב הספציפי שלי כרגע כבר יהיה יותר קל להחליף הכל. תודות
@icarusdreaming22953 жыл бұрын
@@De-Panther any news about that? It seems a very cool feature
@adrienlame33502 жыл бұрын
Does it work on meta quest 2 ?
@De-Panther2 жыл бұрын
Yes
@mxz20243 жыл бұрын
aeseome to find someone who is actually working with the webxr exporter from mozialla! Do you know how to use the controllers in fullscreen mode? I basically want to build an app with a Menu or interactions working with the mouse on the desktop pc and ingame with the controllers. Button clicking with the mosue on desktop pc works for sure, but how can I clic ka button ingame with the oculus quest? I would have to use the hands somehow or get the standard controllers ingame to work =( do you know how?
@De-Panther3 жыл бұрын
It's not the WebXR Exporter of Mozilla, it's a fork from the time it was WebVR Exporter, they have some similarities (like with other Unity WebXR extensions). Fullscreen mode - Do you mean XR mode or just fullscreen with no VR/AR? You don't have XR controllers on fullscreen with no XR, only general gamepads. On XR mode, the video you commented on explained how to use the buttons and axes of the XR controllers. If you want to interact with UI Canvas, you can find existing solutions and adapt them. You can look at Unity's Event System and the Standalone Input Module to see how to send events to canvas elements. And in order to send events from the controllers, you'll need to add disabled Camera components to the controllers GameObjects, and cast rays from those Camera components. I know that there are existing samples for general XR, can't recommend any, you'll need to find one and modify it, or create one by yourself.
@mxz20243 жыл бұрын
@@De-Panther hmm oka thanks for the advice! sounds complicated, thought there is some exisitng method how to use controllers with pointer in XR mode- since it works in the oculus browser before switchign to the fullscreen xr-mode and after switching to fullscreen then there are only the given hands from mozilla :S I dont know why they did not give the basic controller as an option or an example scene since it works in the browser without fullscreen already or at least close to it since you navigate from outside the browser with the controller
@De-Panther3 жыл бұрын
@@mxz2024 I'm still not sure what do you mean by fullscreen. I saw that you joined the WebXR discord, I think that one of the devs there implemented canvas input with WebXR Export. So you can ask there. Others implemented canvas input in the way I described and you can modify existing solutions
@mxz20243 жыл бұрын
@@De-Panther sorry if I did not describe it correctly. With full screen I mean: open an webxr app in the oculus browser with a Quest and then switch to XR-mode by clicking the headset icon in the browserapp/webxr-app. Then its switching to full screen like a normal VR app. But with the mozilla demo app, you get basic hands but no controller with pointer in this fullscreen mode😶 Okay I will check discord, maybe I will find a, solution😄