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!
![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...
![Responsive Images: The Ultimate Guide]()
Chances are that any Web designers using our Ghostlab browser testing app, which allows seamless testing across all devices simultaneously, will have worked with responsive design in some shape or form. And as today's websites and devices become ever more varied, a plethora of responsive images...
![Multiple Backgrounds with CSS]()
Anyone that's been in the web development industry for 5+ years knows that there are certain features that we should have had several years ago. One of those features is the HTML5 placeholder; we used JavaScript shims for a decade before placeholder came...
![spellcheck Attribute]()
Many useful attributes have been provided to web developers recently: download, placeholder, autofocus, and more. One helpful older attribute is the spellcheck attribute which allows developers to control an elements ability to be spell checked or subject to grammar checks. Simple enough, right?
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