@cabanier.bsky.social
48 followers 36 following 32 posts
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Reposted
uploadvr.com
Meta's web browser now uses depth sensing for WebXR Hit Testing on Quest 3 & 3S, enabling instant mixed reality object placement without a Scene Mesh.

Details here: www.uploadvr.com/quest-browse...
cabanier.bsky.social
That is your problem. Browser requires v79
cabanier.bsky.social
40.4 is at 100% so you should have the update. Did you ever install the browser as an apk?
cabanier.bsky.social
#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
cabanier.bsky.social
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.
WebXR body tracking
cabanier.github.io
Reposted
jamesckane.bsky.social
I'll be at Meta Connect in SF from Sept 16-20 talking #WebXR to anyone who'll listen, hope to see you there
Reposted
toji.dev
"AI" is a brown paper bag in your fridge with a sticky note saying "statistical noise, do not trust" on it
Reposted
jamesckane.bsky.social
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
Reposted
toji.dev
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.

www.npmjs.com/package/@web...
cabanier.bsky.social
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-...
cabanier.bsky.social
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
sharedshooter.arvr.social
cabanier.bsky.social
it's out to everyone today
cabanier.bsky.social
You have to wait for v39 of browser
cabanier.bsky.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.
cabanier.bsky.social
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.
cabanier.bsky.social
I posted a small description on Quest browser new experimental "shared spaces" feature: github.com/cabanier/sha...

Here's a small demo recording that show it in action:
cabanier.bsky.social
the microgestures should show up in the gamepad API. try immersive-web.github.io/webxr-sample... and make the gestures
Controller State
immersive-web.github.io
cabanier.bsky.social
The Wonderland engineers are now using the new EXT_clip_control and posted examples on how this enables large scale experiences by using reverse-Z.
Before: depthprecisionwlp-766473.cloud.wonderland.dev
After: depthprecisionwlp-639992.cloud.wonderland.dev

bsky.app/profile/caba...
cabanier.bsky.social
It's not just energy. Your XR experience will run faster with passthrough disabled. Browser gets fewer credits when the system has to calculate it.
cabanier.bsky.social
it's the regular camera feed from `getUserMedia`. If you access that API from a secure origin, you should get 3 feed: selfie, left eye and right eye.