WebXR is an open standard that allows creating VR and AR applications that run in the web browser.
As such, this interface is only available when running in an HTML5 export.
WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).
Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to initialize than other AR/VR interfaces.
There are several ways to handle "controller" input:
- Using [ARVRController] nodes and their [signal ARVRController.button_pressed] and [signal ARVRController.button_release] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
- Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
- Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member ARVRController.controller_id].
You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interations with more advanced devices.
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<linktitle="How to make a VR game for WebXR with Godot">https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot</link>
Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].
In the context of WebXR, a "controller" can be an advanced VR controller like the Oculus Touch or Index controllers, or even a tap on the screen, a spoken voice command or a button press on the device itself. When a non-traditional controller is used, interpret the position and orientation of the [ARVRPositionalTracker] as a ray pointing at the object the user wishes to interact with.
Use this method to get information about the controller that triggered one of these signals:
Returns the target ray mode for the given [code]controller_id[/code].
This can help interpret the input coming from that controller. See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/url] for more information.
Checks if the given [code]session_mode[/code] is supported by the user's browser.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
This method returns nothing, instead it emits the [signal session_supported] signal with the result.
A comma-seperated list of optional features used by [method ARVRInterface.initialize] when setting up the WebXR session.
If a user's browser or device doesn't support one of the given features, initialization will continue, but you won't be able to use the requested feature.
This doesn't have any effect on the interface when already initialized.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
The reference space type (from the list of requested types set in the [member requested_reference_space_types] property), that was ultimately used by [method ARVRInterface.initialize] when setting up the WebXR session.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
A comma-seperated list of reference space types used by [method ARVRInterface.initialize] when setting up the WebXR session.
The reference space types are requested in order, and the first on supported by the users device or browser will be used. The [member reference_space_type] property contains the reference space type that was ultimately used.
This doesn't have any effect on the interface when already initialized.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
The session mode used by [method ARVRInterface.initialize] when setting up the WebXR session.
This doesn't have any effect on the interface when already initialized.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
Indicates if the WebXR session's imagery is visible to the user.
Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRVisibilityState]WebXR's XRVisibilityState[/url], including [code]"hidden"[/code], [code]"visible"[/code], and [code]"visible-blurred"[/code].
Emitted to indicate that the reference space has been reset or reconfigured.
When (or whether) this is emitted depends on the user's browser or device, but may include when the user has changed the dimensions of their play space (which you may be able to access via [member bounds_geometry]) or pressed/held a button to recenter their position.
See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/reset_event]WebXR's XRReferenceSpace reset event[/url] for more information.