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Can't seem to run the samples on latest Chrome on an M2 Macbook pro? #231
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I would post a CodeSandbox example of your code and then others can give you a thumbs up thumbs down. |
Sorry, just updated my original post. Was just trying the samples at the front page README.md |
Apple does not implement OpenXR and WebXR on MacOS and iOS respectively, those would only work on Chrome for Android, on a WebXR enabled device, or both on Chrome for Windows. You can verify with |
This is incorrect. WebXR is implemented in Google Chrome on MacOS as there
is no browser engine restrictions on laptops/pc’s. It is restricted on iOS
through.
On Wed, Jan 4, 2023 at 4:16 PM Cody Bennett ***@***.***> wrote:
Apple does not implement OpenXR and WebXR on MacOS and iOS respectively,
those would only work on Chrome for Android, on a WebXR enabled device, or
both on Chrome for Windows. You can verify with
navigator.xr?.isSessionSupported('immersive-ar').then(console.log).
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You can't use WebXR on MacOS or iOS. Browser APIs like WebXR require an XR subsystem to work; they have to be wired into the OS and some require specific hardware. WebXR is implemented on Safari beta but isn't connected to anything, so there's hope at this changing in the mid future. |
In the demo here it's being run on a The environment looks to be a mac as well. I'm wondering how is that done. |
The best you can do on-device would be via an emulator https://chrome.google.com/webstore/detail/webxr-api-emulator/mjddjgeghkdijejnciaefnkjmkafnnje. For that presentation, you're seeing a Quest headset. |
@jojonarte does it answer your question? |
Is this a Chrome version thing? or is it likely because I'm on an M2 Mac?
I was trying to run the examples in the home README.md page.
All of them would show AR or VR unsupported
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