A game or a 3D exebition, created with BJS is by default in mono for monitors. How to simply add Immersion?
With your help, I will try to code a (create)DefaultImmersiveExperienceAsync.
It should hide and solve all that WebXR/WebVR/Cardboard considerations;
may be even the pollyfill?
Yes, the API should be the WebXR interface.
- If the device has WebXR (and also WebVR, as in the Firefox Reality on Oculus), nothing special is do to. Using polyfill would/should/will do just nothing! Really?
- If only WebVR is given (Firefox on Macโฆ), polyfill should do it. The WebXR API Emulator is only usefull for testing.
- If non of both is supported, but here are orientation controls, it will be a mobile touch device. Thatโs the big TODO!
- if noting is given, it should be a plain monitor. No VR button is needed.
The big TODO: (you prefeered the first)
- WebVR fallback to cardboard could be used, but the WebXR API must be emulated. It isnโt that much is it?
- Using the VRDeviceOrientationFreeCamera also missed the WebXR API.
- A proper configured polyfill will do it? I will try it. Actually, I use the default configuration and it seems ok. But - see my the troubles in my initial post above.
- You could help me to use the cardboard fallback from WebVR with the WebXR?
The WebXR experience helper does not fallback? If I use polyfill, there is something like this visible on my phone: the VR butten, turn device message, stereo view. Is it done by BJS or polyfill?
There is a solution for the resolution problem, I think.
Could we activate the orientation controls and the wrong stereo?