#Quest Browser 40.4 was released with support for real time hit testing on Quest 3 and 3s. You no longer have to scan the room if you want to use the #WebXR hit test API since we will measure the room while doing hit testing. I used immersive-web.github.io/webxr-sample... for the recording
Quest Browser 40.2 now has support by default for WebXR Body tracking. Example here: cabanier.github.io/webxr-sample... It works on every Quest headset and will fall back to emulation if hand tracking is disabled.
📢 Meta published my guest piece on their developer blog! I wrote about making ‘In Tirol’ as a one-man band, including inspiration, script, art, score, voiceover, development and launch at GDC: developers.meta.com/horizon/blog...
The PWA in-app purchases discussed here is a step in the right direction, but very glad @uploadvr.com captured this perspective. Meta Quest and its browser needs a trusted OS-level wallet for it to move beyond niche gaming console status
The WebXR Input Profiles assets package has been updated to v1.0.19, which includes the themed version of the Quest controller from the Quest 3S XBox Edition.
We just posted the #WebXR profiles for the new XBox branded #Meta#Quest controllers. Select in `meta-quest-touch-plus-v2' in immersive-web.github.io/webxr-input-...
Quest browser v38 is now out to all users. Let us know if you tried out shared spaces feature and ran into any issues. The sample that I played with my daughter is hosted here: sharedshooter.arvr.social
I had a demo based on that working and based my demo on the shooter example. I ran into stability issues and networked-aframe's need for a server running script. My demo uses a dumb server, peerjs and a bit of AWS lamba.
Shared spaces automatically establish a shared coordinate system between headsets in the same room. Let me know what you think of the feature and if something is missing. I tried to make it as easy as possible to use.