As mentioned in https://forums.developer.apple.com/forums/thread/756736?answerId=810096022#810096022
Is there any update about the full support to WebXR AR Module, which should enable immersive-ar mode?
Are the features such as DOM overlays and WebGPU bindings on the roadmap?
Is it possible to capture stereoscopic video either internally or externally or via airplay for debugging purposes?
Thanks
WebXR
RSS for tagDisplay 3d graphics content on the web in an immersive fashion.
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I am a student at Utah Valley University doing a UX Research project involving spatial web browsing on Safari. I am trying to determine if spatial video and photos would be supported on a safari web page while using the AVP.
I am not a developer, so my knowledge of that front is limited, but I am hoping to get any insight into if that feature would be able to be implemented into a web based experience. If so, what formats would need to be used? Is the MV-HEVC format able to be directly embedded? Or is there another format that needs to be explored?
Any insight is appreciated!
Thank you again for pushing the web forward in VisionOS 2, super exciting!
The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences.
Samples such as this one are not supported:
https://immersive-web.github.io/webxr-samples/immersive-ar-session.html
In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything.
Is this the expected behavior at this time? Any developer preview(s) we could try?
visionOS 2.0 enables passthrough with Metal now:
https://developer.apple.com/wwdc24/10092
This suggests it will be possible for WebXR’s AR passthrough module to be implemented for Safari.
Is this already available, perhaps behind a flag?
Hello,
I'm trying to download a native spatial video for a software program I'm putting together where people can upload spatial videos from the web and deploy them inside a native VisionOS app showing a breadth of different file formats.
Hello!
Is it possible to turn on hand pass-through (hand cutout, not sure what is the correct name, real hands from the camera) in WebXR when in immersive-vr and hand tracking feature is enabled? I only see my hands when I disable hand tracking feature in WebXR, but then I don't get the joints positions and orientations.
Hi,
I am creating a native application for the Vision Pro. I am looking to integrate a window with WebXR content that can open an immersive space.
I am able to do this from Safari and using a SFSafariViewController, however, I would like to use WKWebView inside my native application to do something similar (as this does not open an additional Safari window before allowing WebXR content).
It seems in this current version, the WKWebView does not support WebXR? Is this true or is there any additional preferences that I need to add to enable this in this component.
I was wondering if anyone has managed to figure out a way to properly detect visionOS in Safari ? So I dont include device orientation controls when going fullscreen for my VR player features. It comes up as detecting as Ipad and so has ipad functions it cant do. Its asking for orientation permissions it doesn’t need also.
I've already got transient-pointer XR input controls working.
I’m not sure why they did that other than making life hard for developers I already had to spend days trying to fix my VR Canvas picture in picture hacks and Iphone fullscreen hack as Iphone still doesnt have html fullscreen support for WebGL canvas. those hacks decided to break. desktop safari now needed the canvas video added to dom to get pip working and and now a 100ms delay was needed to get Iphone fullscreen working.
https://github.com/danrossi/canvas-pip-fullscreen
I can't seem to get any hand tracking working in the simulator. And it will fail to launch webXR requesting hand tracking. So I can't test any controls in it. How is it possible to test controls in WebXR ?
Any of these should work
https://threejs.org/examples/?q=xr#webxr_vr_handinput_pressbutton
Hello,
I'm developing a WebXR application in Safari on visionOS. This app uses the microphone input in WebXR.
I've noticed that with the microphone permission allowed the audio input doesn't capture. The size of the blob is always 0.
I made a small demo here: https://github.com/chrisdubya/avp-threejs-webxr-test
I've tried this demo on other WebXR supported HMDs and the audio capture works fine.
I am testing WebXR, via BabylonJS, on Vision Pro. Stereo 360 photos are extremely common, and a vital part of my application. However, Safari shows the texture as quite a bit lighter and more contrasty than is correct, almost like the wrong image gamut. This only seems to happen with the stereo domes, the displayed image has correct contrast when non running via WebXR.
I'm hoping someone has seen similar and has a workaround, or a tracking bag.
Cheers!
I understand that fully immersive experiences, Quicklook using USDZ, and the newly adopted element tag for 3D objects are all supported in WebXR in Safari on Vision OS.
What about Mixed Reality in WebXR? Meaning augmented reality experiences seen using passthrough on the apple vision pro where you can see your environment in combination with the webXR experience. (not fully immersive)
Can you run full webXR experiences in passthrough mode? Or just view 3D models.
The Safari version for VisionOS (or spatial computing) supports WebXR, as reported here.
I am developing a Web App that intends to leverage WebXR, so I've tested several code samples on the safari browser of the Vision Pro Simulator to understand the level of support for immersive web content.
I am currently facing an issue that seems like a bug where video playback stops working when entering an XR session (i.e. going into VR mode) on a 3D web environment (using ThreeJS or similar).
There's an example from the Immersive Web Community Group called Stereo Video (https://immersive-web.github.io/webxr-samples/stereo-video.html) that lets you easily replicate the issue, the code is available here.
It's worth mentioning that video playback has been successfully tested on other VR platforms such as the Meta Quest 2.
The issue has been reported in the following forums:
https://discourse.threejs.org/t/videotexture-playback-html5-videoelement-apple-vision-pro-simulator-in-vr-mode-not-playing/53374
https://bugs.webkit.org/show_bug.cgi?id=260259