I tried to run my webxr project on HTC Vive Pro.
When with 2 Stream VR base station, the headset can get the view of babylonjs.
But when with 4 Steam VR base station(extend room scale), the headset can’t get any view.
Is it a babylon issue, or a webxr issue in general? I believe there was an issue with the Vive browser support, but have to be honest that I never tried it.
I tried different operating system and hardware with HTC Vive Pro. The babylonjs used in my project is 5.0.0.Alpha64.
Case 1(win11+1650Ti):with 2 Stream VR base station, the headset can get the view of babylonjs,But when with 4 Steam VR base station(extend room scale), the headset can’t get any view.
Case 2(win11+3070Ti):with 2 Stream VR base station or 4 Stream VR base station, the headset can get the view of babylonjs. But the view of headset is shaking.
Case 3(win10+1650Ti):with 2 Stream VR base station or 4 Stream VR base station, the headset can get the view of babylonjs and works fine.
Case 4(win10+3070Ti):with 2 Stream VR base station or 4 Stream VR base station. When connects handle, the headset can’t get any view. But when without handle, the headset can get the view of babylonjs.
I am back to my initial question - does WebXR work? the WebXR samples (that are not using any framework)? Or is it a babylon issue?
Let me revise this - it seems like you DO enter XR, but the scene doesn’t render correctly. this might be because of the change in the framework version (though we should always be back-compat, unless forced by the browsers to change our APIs). Any console errors in this case? Does it work on other devices correctly (with the new version)? Are you doing anything in the render loop that might prevent the scene from rendering correctly?