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unable to enter VR, the return value of xr.isSessionSupported is always false #5406
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WebXR support on desktop is sadly very unreliable (see #4709). It really only works with a Chromium based browser (with WebXR compiled/enabled) and a properly setup OpenXR runtime. There should be no need for Last I checked Edge did work (with the You could try reinstalling the SteamVR OpenXR runtime, as during the install process it should try and set itself up correctly, though as you can read in the above linked issue, it's hit or miss. |
Yeah WebXR on desktop is unfortunately not a viable target at the moment. Neither Microsoft nor Google have resources dedicated to it. Many quirks and bugs remain unaddressed for a long time. |
Does your edge use --no-sandbox take effect? But my edge here does not take effect, and no matter what device I connect, I cannot enter VR mode. Valid only if chrome adds --no-sandbox. |
It's such a shame. I looked through the chromium community and couldn't find a plan for stable operation. |
Description:
I am using a-painter from the aframe(https://aframe.io/examples/showcase/a-painter/).
I Don't know everyone's VR can run normally. I can't case to enterVR in either chrome or edge.
Because the return value of xr.isSessionSupported is always false.
The only effective way is to add --no-sandbox to chrome setartup. which can be used after disabling the sandbox.
At this time, the retrun value of xr.isSessionSupported is true.
I tried all devices , including Pico and HTC Vive, as well as chrome and edge browsers, and the only thing that worked was --no-sandbox.
But this does not meet my needs. My project is a PWA application and needs to be run on edge, but edge --no-sandbox does not take effect. This feature seems to be unique to chrome.
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