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Any recommended patterns for iOS devices? #144
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The main problem is the URL bar which appears when you tap near the top of
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:) And pray we did! apparently some stupid twisting turning on iOS devices hide that top bar - magically! Btw, I just was able to use CanvasRenderer on the boiler plate for browsers not supporting webgl. May be worth it have it part of the boiler plate? In case you are wondering what this is all about : http://walkinto.in/vr/g1OC0cM6hxxkxu0R9Gphg Has tweeted to you the other day. We went live. |
If you're doing 3D, the canvas renderer is really slow. I recommend instead using it one time to render an image, along with a message about the limitations of the user's platform. In fact, the best graceful decay would be:
This really belongs in a Ui helper library, which may be out of scope for webvr-boilerplate. Here's a sample swapper I've used:
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devasur, how specifically did you hide the bar under iOS9? And how were conflicts avoided with iOS8 and 7? |
We did not do any special handling for iOS / Safari. Not enough devices to test on iOS. On an iPhone 5S latest iOS (whatever is the version) with chrome and surprisingly safari full screen and VR works. Some sort of scroll setting is making the screen go full while on landscape mode. Not sure how it would work on other devices. Just went live yesterday. It's actively used product. So waiting for customer feedback. |
Since iOS does not yet support HTML5 fullscreen API, VR applications do not look neat. Any recommended patterns for working around this limitation?
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