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A-Frame/three WebXR incompatibility (setPoseTarget) #3672
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Yeah let's just wait for that. three.js's support is incomplete. WebXR is not going to ship until Q4 at least, and even then it's going to be incomplete (proper controller support). I'm sure Google/etc will address it in three.js shortly if they want to push WebXR and most WebVR sites are A-Frame based. |
Given that Diego added this for WebVRManager in r89, is there an expectation that someone already knows to add it to WebXRManager as well? Is there an open three.js issue on it? |
@ngokevin |
three.js r93 includes experimental & incomplete WebXR support, but it's incompatible with code in
AScene.setupRenderer
that expectsrenderer.vr.setPoseTarget
to exist (sincerenderer.vr
may be a brand-newWebXRManager
that doesn't havesetPoseTarget
.) This will throw an exception if it runs in a browser with WebXR support. For example, you can reproduce this problem in desktop Chrome if you turn on "WebXR Device API" in chrome://flags and load more or less any A-Frame scene you like.It seems to me that a proper fix would be for three to support
setPoseTarget
onWebXRManager
, but in the meantime, if we wanted to, we could effectively disable three's WebXR support in A-Frame by manually forcing theWebGLRenderer
to use aWebVRManager
.The text was updated successfully, but these errors were encountered: