Detect WebVR Support with JavaScript
It's been two years since I was heavily involved with WebVR at Mozilla but, despite not contributing every day, I can see VR making leaps and bounds, from Firefox making an increased effort to Chrome pushing VR and Oculus and HTC (Vive) improving their offerings. Native games are getting better but, more importantly, browsers are getting faster and three.js and aframe are empowering incredible VR experiences with JavaScript.
Before you can serve up VR experiences, however, you need to ensure the browser supports VR experiences. To do so, you need to ensure navigator.getVRDisplays is available:
const supportsVR = 'getVRDisplays' in navigator;
if (supportsVR) {
navigator.getVRDisplays().then(function(displays) {
// ... Load VR experience
});
}
else {
// ... Show "you need {x} browser" message
}
If navigator.getVRDisplays is present, it's likely that the browser supports VR and AR experiences.
Virtual reality and augmented reality have the potential to change the world and enrich lives. Learning how to code VR experiences will get you ahead of the curve, and as always, coding those experiences for the browser will break down the barrier of entry!
![5 More HTML5 APIs You Didn’t Know Existed]()
The HTML5 revolution has provided us some awesome JavaScript and HTML APIs. Some are APIs we knew we've needed for years, others are cutting edge mobile and desktop helpers. Regardless of API strength or purpose, anything to help us better do our job is a...
![6 Things You Didn’t Know About Firefox OS]()
Firefox OS is all over the tech news and for good reason: Mozilla's finally given web developers the platform that they need to create apps the way they've been creating them for years -- with CSS, HTML, and JavaScript. Firefox OS has been rapidly improving...
![Chris Coyier: Some Amazing Work on CodePen III]()
I'm back! David asked me to rope up some of my favorite stuff on CodePen again, which I both love doing, and wince at the thought of having to pick so few favorites. I like a ton of stuff on...
![Adding Events to Adding Events in MooTools]()
Note: This post has been updated.
One of my huge web peeves is when an element has click events attached to it but the element doesn't sport the "pointer" cursor. I mean how the hell is the user supposed to know they can/should click on...
Looks like
is deprecated and should not be used any more. Oculus Quest 2 does not implement it, so it can’t really be relied on: https://discourse.threejs.org/t/navigator-getvrdisplays-not-working-on-oculus-quest-browser/23273