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Viewing 15 posts - 1 through 15 (of 16 total)
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  • #17442
    Innovation
    Customer

    Do we have a date for when verge3d will be making AR available again?

    #17445

    Hi,
    it will be available in Verge3D 2.14 which is expected somewhere later this month.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #17460
    Innovation
    Customer

    Great news :good:

    #17462
    Innovation
    Customer

    What will the options be for augmenting the model; surface detection, image recognition etc ?

    #17463

    Since we’re limited to WebXR features here, for now, it will be only surface detection. More features to come later as WebXR evolves.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #17475
    Innovation
    Customer

    Will the use of webAR in this version be usuable on all of the main browsers

    #17487

    The AR feature is enabled in the recently released Chrome 76 for Android (still requires developer flags to be switched on). Mozilla and Microsoft are Google’s colleagues in the WebXR working group so WebXR support can be expected in the future in both Firefox and MS Edge. Apple did not publicly express any intention to support WebXR.

    Chief 3D Verger | LinkedIn | Twitter

    #17489
    Innovation
    Customer

    Hi,

    So am I right in saying that webxr will not work on apple devices?

    I assume using verge3d for AR, it will automatically turn on developer options upon launching of the application?

    #17496

    So am I right in saying that webxr will not work on apple devices?

    It is possible that they will support WebXR eventually, as they did with WebGL.

    I assume using verge3d for AR, it will automatically turn on developer options upon launching of the application?

    Web AR is officially still in development and requires enabling developer flags manually. Good news that WebXR already works in stable Chrome browser and there is no longer need to download beta/dev/Canary to run it.

    I think it is a matter of a relatively short period of time when it is enabled by default, as there is a strong demand and pressure from the market already.

    Chief 3D Verger | LinkedIn | Twitter

    #17508

    As of Apple, seems that they got 4 employees involved in WebXR working group
    https://www.w3.org/2000/09/dbwg/details?group=109735&order=org&public=1

    Chief 3D Verger | LinkedIn | Twitter

    #17580

    WIP B-)

    Attachments:
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    Chief 3D Verger | LinkedIn | Twitter

    #17595
    Innovation
    Customer

    Nice :good:

    #17766
    Innovation
    Customer

    I will be interested to see the AR update in the latest release, however for the user experience, are we able to setup puzzles that automatically checks whether the device can utilise AR and if so, then it will automatically turn on developer options?

    When I developed AR experiences using Unity, it was a very annoying experience to turn it on to test, so I am mindful of the potential customer experience at the front end.

    If the consumer is to adopt AR in its online buying experience, then I am very conscious of making their experience as pain free as possible.

    I always refer to the value proposition canvas (attached) to double check whether my target customer will receive value from what I develop.

    It’s great to see you guys focussing on AR as it is starting to really move as a concept. :good:

    #17769

    Hi,

    First of all, it is supposed that once WebXR become stable it will be enabled by default, and customers will be able to immerse into AR right from a website with no or little setup.

    By design, JavaScript has no access to the developer flags of the browser. However, there is a way to overcome this limitation by using the so called origin trials (a key inserted in a webpage) which enable experimental features. If Chrome developers will make an origin trial for AR (as it is not available at the moment), this would make things easier.

    Chief 3D Verger | LinkedIn | Twitter

    #18397
    jem
    Customer

    I built my first AR demo from scratch last week using 2.14. It was relatively easy and worked nicely on a Pixel 3 running Chrome (after I set the developer flags).

    I know that Apple has not yet incorporated WebXR into iOS Safari, but would it be possible to get a Verge3D-AR scene running on iOS in Mozilla’s WebXR Viewer app? I did a simple test using my AR scene (which is based on the Soft8soft sample code) and Mozilla’s WebXR Viewer app. My application reports that “AR is Unavailable”. Does anyone know if there is a way to make this work? Would overriding the checkARMode() function help? Thanks!

    Jeremy Wernick

Viewing 15 posts - 1 through 15 (of 16 total)
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