Takahiro
Takahiro
Device transforms aren't stored so for example if you reopen development tool their transforms are reset to default. Storing/restoring them may be helpful.
This issue follows #40 In visual controls, it looks good if we use headset/controllers assets looking like the emulated devices. Probably using https://github.com/immersive-web/webxr-input-profiles is good if assets are added?
Some WebXR API needs to recognize XR device, for example `supportsSession(mode)` checks if device supports the specified mode. Probably need to investigate how emulated XR device can be recognized by...
AR mode on Firefox seems slow. Three applications (WebXR AR app, virtual room app, and device devtool app) run so I can understand it's slow. But the problem is it...
(From the discussion with @fernandojsg on slack) Currently screen size is based on canvas size but emulating screen size based on the emulated device may sound good.
From https://github.com/MozillaReality/WebXR-emulator-extension/pull/111#issuecomment-539185548 Currently if a device has one controller the controller is forced to be for right hand. But some devices like Oculus Go has an ability that user can...
The ability would be helpful. For example, developers can use it for automatic test.
Currently the extension includes WebXR API polyfill. So WebXR API is ready when the page is loaded. Two problems. Even on non-WebXR application page it consumes memory for the polyfill...