Several major brands are now aiming at mixed reality with new headset devices like incoming Apple's Vision Pro, Pico 5, Meta's Quest Pro & new Quest 3, etc... However, except for VR apps, there are fewer AR apps and none of them has been seen as a killer AR app promoted with any device yet (ex: Quest2's bundle with Beat Saber).
I expect to see more apps in the near future with the current new MR enthusiasm, but what about WebXR ?
According to the ticket (link below), there are very little interest in web AR/VR Unity app (using WebGL) although it could bring multiple advantages considering the disk space taken by some recent/incoming heavy VR titles especially on 128Gb limited headsets.
https://portal.productboard.com/gupat5mdsl4luvs35fqy5vlq/c/402-webxr-support
So today's question :As the XR interaction is not yet officially supported, how can we use WebXR ?
#Official WebXR support ?
1 messages · Page 1 of 1 (latest)
From our AR Foundation Forum FAQ (https://forum.unity.com/threads/forum-faq.1485495/):
Currently, there are no plans for Unity to support building for WebXR. However, know that we highly value the needs of our users, and may consider this work in the future pending growing demand. In the meantime, there are third-party tools available that can help you enable WebXR support for your project.
If you are unfamiliar, check out Needle Tools and/or de-panther
de-panther as suggested above works well enough (https://github.com/De-Panther/unity-webxr-export)
I am currently integrating it in WebGL project and so far works quite well on Meta Quest 2.
As for desktop SteamVR does not start up correctly. Stuck on "Starting" screen.