unity-webxr-export icon indicating copy to clipboard operation
unity-webxr-export copied to clipboard

Develop and export WebXR experiences using Unity WebGL

Results 44 unity-webxr-export issues
Sort by recently updated
recently updated
newest added

I'd like it if there was a module for image tracking. Image tracking are one of the most common types of AR experiences, along with plane detection.

enhancement

As mentioned in the WIP/experimental draft https://cabanier.github.io/webxr/#xrsession-interface The `targetFrameRate`, `supportedFrameRates`, `updateTargetFrameRate` and `ontargetframeratechange` can be used to set the experience frame rate when needed.

enhancement

There are no docs and tutorials about the different components and how to start a project or import the packages. I think that creating a general docs folder at the...

documentation

The desert sample scene is still there since the Mozilla *WebVR* era. It's good for basic VR demo, but less for more complex VR features or AR features. We need...

enhancement

The current WebXR API doesn't have implementation of plane/surface detection, but it does have Hit Test. To make the AR option useful, need to implement this hit test, so users...

enhancement

It's normally possible to reload Unity on a running webpage by unloading the current instance (using `gameInstance.Quit()`) and then loading a new one (using `UnityLoader.instantiate` as usual) in a callback....

would be nice to get anti-aliasing working without the framerate hit. For example 4x MSAA

enhancement

Unity 2019.3 introduce new XR system, which removed the VR/XR providers from the built-in editor, now developers implement VR systems using packages. https://docs.unity3d.com/Packages/[email protected]/manual/Provider.html Needs to find a way to generate...

enhancement

**Describe the bug** Building for Windows while the plugin is in the project fails if color space is not linear or render pipeline is not URP. **To Reproduce** 1. Import...

bug

The projection matrix of the Spectator Camera is based on Unity's reported screen size, but on XR mode the screen size is based on the headset and not the canvas....

bug