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Mozilla has built the WebXR iOS Viewer which is a (very) limited AR-oriented browser. No official iOS/iPhone support is planed at the moment. Babylon's specs implementation works well with the quest. Oculus Quest supports WebXR (in VR mode) in the latest Oculus browser. Note that the AR features' architecture is constantly changing, so expect different results from version to version. WebXR AR features on Android's Chrome Browser (Stable and Canary) can be enabled behind a flag at chrome://flags, including AR features such as plane detection, hit-tests and anchors. As of this writing, Oculus support is still behind a flag. Unofficially, WebXR is working well with the Oculus SDK (Rift, Rift S, and Quest with Link).
#VR SUPPORTED EMULATORS WINDOWS#
Device and browser support PCĬhrome 79 on Windows officially supports WebXR with all Microsoft Mixed Reality Devices. This is currently the most used mode of WebXR. Note that most of the time when we say WebXR, we actually mean WebXR in VR immersive mode. This is the main reason we introduced the Features Manager, which allows us to implement the newest version of official features with internal versioning without breaking backwards compatibility. The latest Chrome Canary is notably the most XR-feature-complete browser and Google continuously updates the browser with new features. One of its goal is deprecating WebVR and other AR implementation and provide a single VR and AR API.Īs the API continuously changes, it is difficult to keep up with feature changes. Earlier browser versions had WebXR behind a configuration flag. Starting with version 79, WebVR has been deprecated and WebXR is enabled by default. It is, however, already implemented in Chrome (check to know about others browsers). The WebXR W3C Proposal is currently in its draft phase.
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