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Simple-WebXR-Unity

Unity项目轻松实现跨平台AR/VR浏览器体验的WebXR库

Simple-WebXR-Unity是一个轻量级库,将WebXR JavaScript API集成到Unity的C#环境中。开发者通过Unity的WebGL构建功能,可以创建在浏览器中运行的AR/VR应用。该项目兼容多种主流浏览器和设备,如Android、iOS、Windows Mixed Reality和Oculus Quest。库提供MRTK集成、手部追踪和观众视角等示例,展示了其在3D绘画和CAD文件查看等领域的应用前景。

SimpleWebXR

What is SimpleWebXR ?

SimpleWebXR is a lightweight library that exposes the WebXR javascript API in your C# Unity code. Thus, after a Unity WebGL build, your app can do augmented or virtual reality in the browser.

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Compatible browsers

Works on :


Integration examples

MRTK

Mixed Reality Toolkit is a Microsoft-driven project that provides a set of components and features, used to accelerate cross-platform MR app development in Unity. It supports Hololens, Windows Mixed Reality headset, OpenVR, Ultraleap, Mobile devices and now WebXR !

The files in directory /SimpleWebXR-Demo/Assets/SimpleWebXR/Scripts/MRTK add WebXR capabilities to MRTK with the following functions: controller tracking, hand tracking, hand ray, index pointer, grip pointer and spatial pointer. Teleportation could be added.

LIVE DEMO:

Hololens 2Oculus Quest
iOSEmulator

Fun simulation features in browser, you can simulate your Hololens, like in Unity editor :

Mouse interactionHand simulation (MAJ/SPACE and T/Y)Scene navigation

MRTK version : 2.6.1


Simple hand tracking

SimpleWebXR supports hand tracking. This example displays a sphere on each joint of the detected hands. The radius of this sphere is given by the device. It was tested on Hololens 2 and Oculus Quest.

You need to set flags to enable hand tracking. In firefox reality, open setting panel and set dom.webxr.hands.enabled to true. In Oculus Browser, visit chrome://flags/ and enable #webxr-hands.

LIVE DEMO : ▶️ https://rufus31415.github.io/webxr/HandDetectionExample/


Spectator view

When wearing a HoloLens, we often forget that a person who does not have it on is unable to experience the wonders that we can. Spectator View allows others to see on a 2D screen what a HoloLens user sees in their world. This Microsoft project is a native spectator view app for iOS and Android. But here, the spectator view is in your browser. WebXR is optional because you can walk around the Hololens space with the keyboard and mouse.

LIVE DEMO : ▶️ https://rufus31415.github.io/sandbox/simple-webxr-spectator/

DOWNLOAD : ⏬ Hololens 2 ARM appx and dependencies

Scene for Hololens 2 (MRTK) : /Assets/SimpleWebXR/Scenes/ SpectatorViewHololens2Server.unity. To compile, this scene, do not use UWP SDK 19041, it has socket server issues.

Unity scene for Mobile (WebGL) : /Assets/SimpleWebXR/Scenes/ SpectatorViewWebXRClient.unity

MobileMove in Hololens space with mouse/keyboard or Follow user head

Comparison with Microsoft solution :

Simple WebXR Spectator viewMicrosoft native spectator view
iOSYES : WebXR Viewer, Safari or Chrome (move in Hololens space with touch screen)YES (ARKit)
AndroidYES (Chrome)YES (ARCore)
DesktopYES, you can move in hololens space with mouse and keyboardNO
Communication Mobile/HololensWebsocketWebRTC
FPS1060
CalibrationTouch the screenScan a QR Code
ExperimentalYESNO

Paint example

This is a very basic example on how to use Simple WebXR. It uses Unity Line Renderer to draw lines in space with your hands/controllers.

LIVE DEMO : ▶️ https://rufus31415.github.io/webxr/PaintExample/

AndroidHololens 2iOSQuestEmulator

Sources are here


XR CAD file viewer

Opens 45+ 3D CAD formats in your browser (FBX, STEP, OBJ, Collada, GLTF, OnShape, ...) and now, view them in VR/AR with WebXR !

LIVE DEMO : ▶️ https://rufus31415.github.io/sandbox/3d-viewer

work in progress...


XRTK

The Mixed Reality Toolkit's primary focus is to make it extremely easy to get started creating Mixed Reality applications and to accelerate deployment to multiple platforms from the same Unity project.

LIVE DEMO : ▶️ https://rufus31415.github.io/sandbox/simple-webxr-xrtk-solvers/

iOSEmulator

work in progress...


HPTK

Hand Physics Toolkit (HPTK) is a toolkit to implement hand-driven interactions in a modular and scalable way. Platform-independent. Input-independent. Scale-independent.

I am currently studying the implementation of WebXR in this framework.

Original repo : https://github.com/jorgejgnz/HPTK-Sample

My fork and WebXR implementation : https://github.com/Rufus31415/HPTK-Sample-WebXR

LIVE DEMO : ▶️ https://rufus31415.github.io/webxr/HPTK/

(hptk)


Quick start

Import and build a sample scene

First create a new 3D project

tuto_NewProject

Download the latest release of SimpleWebXR : https://github.com/Rufus31415/Simple-WebXR-Unity/releases

Open the unitypackage file and import all resources : in tab Project, right click on Assets > Import Package > Custom Package

image

From the directory Assets/SimpleWebXR/Example/Scenes, just drag/drop a scene (for example the PaintExample) in the tab "Hierarchy" . You can play the scene, but it won't do anything (except if you are playing a MRTK sample).

Then, build the scene : File > Build Settings.... Remove all scenes from the list and click Add open scenes so that you only get the scene we are going to build.

Select the WebGL plateform and click Switch platform. Then click the Build button and create and select a Build directory next to Assets.

image

Run your build locally in your browser

Your browser should be compatible with WebXR. For a first try, you can install the emulator :

You now need a http server to serve you files. I recommend this one : https://www.npmjs.com/package/http-server

  • Just download node.js : https://nodejs.org/
  • install the server in your system with the command npm install --global http-server

You can now open a command line in your directory Build and run http-server. Open your browser to the url : http://120.0.0.1:8080 then open the inspector and you should have a tab "WebXR" from where you can select your simulated device. You can move the controllers and the headset from here.

Now click the button "Start VR" to enter in immersion. Congrats !

image

Run your build on your smartphone or headset

You can continue to host the page on your PC and serve it to other devices. The difficulty is that most browsers require a secure context for WebXR, i.e. https or localhost.

So it's a bit more complicated, but not impossible ;) ! First you need a certificate :

  • Download openssl. If you are on windows, download binaries from : http://gnuwin32.sourceforge.net/packages/openssl.htm
  • Extract and run the command : openssl req -newkey rsa:2048 -new -nodes -x509 -days 3650 -keyout key.pem -out cert.pem -config **PATH_TO_OPENSSL**\share\openssl.cnfwhere PATH_TO_OPENSSL is the absolute path to the directory you just extracted.
  • This will generate the files cert.pemand key.pem
  • Move these files in your Build directory

To serve your files, you should now run

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