Questions about WebXR experience and ARCore #4834
Replies: 3 comments 4 replies
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Thank you so much for reading and answering my questions above. |
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Well, I had thought the answer to Q1 was yes, but based on your experiences, I'm concerned something is broken. I'm not really the expert on WebXR/ARCore, so I'll find someone else to look into the rest of this. Stay tuned. |
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Can you confirm what version of chrome you have tested this on? (from chrome://version). Do the errors also repro on Chrome Canary? We've seen some issues with Samsung and the renderer we've used in the past and have patched that a bit. For that phone sepcifically, can you clarify what the "Webxr joystick" icon you see in the address bar is? Perhaps a screenshot. Do the logs show anything else? You can try also to set chrome://flags#webxr-shared-buffers to "Disabled" and see if that helps anything that would be a huge help as well. The OnePlus Nord 2 issue sounds like an AR tracking issue For the Realme, if they do not have ARCore, they should fail the WebXR request before prompting for the permission. Can you confirm what the developer console/logs say and/or confirm the behavior on: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html ? Overall, it is my understanding that ModelViewer should be handling the graceful fallback to SceneViewer if the WebXR session fails. There are numerous reasons that the sessions could be failing. If you enable chrome://flags#webxr-internals and then relaunch and navigate to chrome://webxr-internals after you've attempted to enter some of these sessions, both the "Runtime Info" and "Session Requests" tabs should be helpful in telling us what is going on. Q1. I'm not sure of the requirements for SceneViewer. For WebXR, we will need the phone to have ARCore support. |
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I have a web application that uses model-viewer. The default mode is WebXR with a fallback to scene viewer and quicklook.
Q1. Can I assume every phone that supports scene viewer also supports webxr?
Q2. If user denies permissions for webxr accidentially can I somehow prompt user again in their next session for permission? If not can I guide user on how to enable permission but would like to do that conditionally after knowing that the permissions have been denied.
Q3. In case of NOT SUPPORTED ERROR (explained in 1st issue below), can I before hand know whether this device supports WEB XR? Because this happens when ModelViewer (MV) attempts to start WebXR session but has to fallback to scene viewer? How can I catch this exception? I have tried all try catch in my react app (Around the method that calls activateAR, life cycle hooks and entire application wrapped in try catch, but I do not get this, and when I looked in model viewer code the reason is it just logs the error and doesn't throw that error).
Because of this, I will have to add exception handling for this console error before it gets logged to sentry/error tracking service.
Q4. How often the google ARcore supported devices list is updated? If any new phone model launches in market will we already have that in the list on the website if its certified for ARcore support?
Q5. Is there a way to show in app message, "Your phone doesn't support AR"? How can I implement that in JS?
We have seen various issues:-
Obviously device specific handling cannot be done, but is there anything that I can do to fix these issues?
Also Despite the fact, that WebXR is default mode, one-plus phones are mostly launching scene viewer and not WebXR.
One can experience what I have live atm at the following link.
https://admin.thridify.com/products/preview/6672abda866aa20fd52bae08/liveonthridify.store
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