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A-Frame/three WebXR incompatibility (setPoseTarget) #3672

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mqp opened this issue Jun 28, 2018 · 3 comments
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A-Frame/three WebXR incompatibility (setPoseTarget) #3672

mqp opened this issue Jun 28, 2018 · 3 comments

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@mqp
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mqp commented Jun 28, 2018

three.js r93 includes experimental & incomplete WebXR support, but it's incompatible with code in AScene.setupRenderer that expects renderer.vr.setPoseTarget to exist (since renderer.vr may be a brand-new WebXRManager that doesn't have setPoseTarget.) 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 on WebXRManager, but in the meantime, if we wanted to, we could effectively disable three's WebXR support in A-Frame by manually forcing the WebGLRenderer to use a WebVRManager.

  • A-Frame Version: 0.8.2 (after r93 upgrade)
  • Platform / Device: Desktop Chrome (WebXR support enabled)
@ngokevin
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ngokevin commented Jun 28, 2018

It seems to me that a proper fix would be for three to support setPoseTarget on WebXRManager

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.

@machenmusik
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machenmusik commented Jul 18, 2018

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?

@arpu
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arpu commented Aug 31, 2018

@ngokevin
i think this should be reopend threejs #r96 works fine with WebXR in google chrome Canary
aframe master fails with the setPoseTarget

RSpace added a commit to RSpace/three.js that referenced this issue Sep 7, 2018
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