Detect WebVR Support with JavaScript

By  on  

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!

Recent Features

Incredible Demos

  • By
    jQuery Chosen Plugin

    Without a doubt, my least favorite form element is the SELECT element.  The element is almost unstylable, looks different across platforms, has had inconsistent value access, and disaster that is the result of multiple=true is, well, a disaster.  Needless to say, whenever a developer goes...

  • By
    Assign Anchor IDs Using MooTools 1.2

    One of my favorite uses of the MooTools JavaScript library is the SmoothScroll plugin. I use it on my website, my employer's website, and on many customer websites. The best part about the plugin is that it's so easy to implement. I recently ran...

Discussion

    Wrap your code in <pre class="{language}"></pre> tags, link to a GitHub gist, JSFiddle fiddle, or CodePen pen to embed!