VR & AR (WebXR)
Thiết bị được hỗ trợ
Needle Engine hỗ trợ đầy đủ WebXR specification, bao gồm cả AR và VR. WebXR là một tiêu chuẩn web chính thức mang đến trải nghiệm nhập vai cho web, với tất cả lợi ích của web: không cần cài đặt, không cần app store, không cần SDKs.
Tất cả các thiết bị có trình duyệt đều có thể chạy các ứng dụng được tạo bằng Needle. Nếu trình duyệt hỗ trợ WebXR, các ứng dụng của bạn cũng sẽ tự động hoạt động trong XR, sử dụng các built-in components của chúng tôi. Điều này bao gồm desktop browsers, mobile browsers, nhiều browsers trên các thiết bị AR/VR headsets, nhưng cũng bao gồm các công nghệ mới nổi khác như Looking Glass displays, smart glasses, và nhiều hơn nữa.
:::tip Hỗ trợ AR trên iOS không cần ứng dụng thông qua USDZ/QuickLook Mặc dù các thiết bị iOS chưa có hỗ trợ WebXR chính thức, Needle hỗ trợ tạo AR experiences trên iOS bằng cách sử dụng Everywhere Actions. Xem phần iOS section để biết thêm chi tiết. Bạn có thể tạo rich, interactive experiences hoạt động seamlessly trong AR trên các thiết bị iOS, ngay cả với những limitations mà Apple đưa ra.
Khi bạn enter AR mode trên iOS, Needle sẽ automatically convert scene của bạn thành một USDZ file, sau đó được displayed trong AR sử dụng Apple's QuickLook. Objects, materials, audio, animation và Everywhere Actions sẽ được preserved. :::
Bảng sau lists một số thiết bị mà chúng tôi đã verified hoạt động với Needle Engine. Khi một thiết bị mới ra mắt hỗ trợ WebXR, nó sẽ work with your apps out of the box. Đây là một trong những big advantages của building with the browser as a platform – compatibility không limited to a specific set of devices or SDKs.
Apple Vision Pro
✔️ Safari
hand tracking, support for transient pointer
Meta Quest 3
✔️ Meta Browser
hand tracking, support for sessiongranted1, passthrough, depth sensing, mesh tracking
Meta Quest 3S
✔️ Meta Browser
hand tracking, support for sessiongranted1, passthrough, depth sensing, mesh tracking
Meta Quest 2
✔️ Meta Browser
hand tracking, support for sessiongranted1, passthrough (black and white)
Meta Quest 1
✔️ Meta Browser
hand tracking, support for sessiongranted1
Meta Quest Pro
✔️ Meta Browser
hand tracking, support for sessiongranted1, passthrough
Pico Neo 4
✔️ Pico Browser
passthrough, hand tracking2
Pico Neo 3
✔️ Pico Browser
no hand tracking, inverted controller thumbsticks
Oculus Rift 1/2
✔️ Chrome
Valve Index
✔️ Chrome
HTC Vive
✔️ Chrome
Hololens 2
✔️ Edge
hand tracking, support for AR and VR (in VR mode, background is rendered as well)
Android 10+
✔️ Chrome
Android 10+
✔️ Firefox
iOS 15+
(✔️)3 Safari (✔️)3 Chrome
No full code support, but Needle Everywhere Actions are supported for creating dynamic, interactive USDZ files.
iOS 15+
✔️ WebXR Viewer
browser is somewhat dated by now
Hololens 2
✔️ Edge
Hololens 1
❌
no WebXR support
Magic Leap 2
✔️
Magic Leap 1
✔️
deprecated device
Looking Glass Holographic Display
✔️ Chrome
requires Looking Glass bridge and some custom code, see our sample
1: Requires enabling a browser flag: chrome://flags/#webxr-navigation-permission
2: Requires enabling a toggle in the Developer settings
3: Uses Everywhere Actions or other approaches
Ví dụ về VR, AR và QuickLook
Visit our Needle Engine Samples để try nhiều interactive examples right now. Or, try it live on your device by clicking the QR Code (cho phones) or Open on Quest (cho Meta Quest headsets) buttons below.
Thêm khả năng VR và AR vào một scene
AR, VR và networking capabilites trong Needle Engine are designed to be modular. You can choose to not support any of them, or add only specific features.
Basic capabilities
Enable AR và VR Add a
WebXR
component. Optional: you can set a custom avatar by referencing an Avatar Prefab. By default, a basicDefaultAvatar
is assigned.Enable Teleportation Add a
TeleportTarget
component to object hierarchies that can be teleported on. To exclude specific objects, set their layer toIgnoreRaycasting
.
Multiplayer
Enable Networking Add a
SyncedRoom
component.Enable Desktop Viewer Sync Add a
SyncedCamera
component.Enable Voice Chat Add a
VoIP
component.
:::tip Cấu trúc Scene These components can be anywhere inside your hierarchy. They can also all be on the same GameObject, which is a common pattern. :::
Castle Builder uses all of the above for a cross-platform multiplayer sandbox experience. — #madebyneedle 💚
Special AR Components
Define the AR Session root và scale Add a
WebARSessionRoot
component to your root object. For AR experiences, often you want to scale the scene to fit the real world.Define the user scale to shrink (< 1) or enlarge (> 1) the user in relation to the scene when entering AR.
Controlling object display for XR
Define whether an object is visible in Browser, AR, VR, First Person, Third Person Add a
XR Flag
component to the object you want to control.Change options on the dropdown as needed. Common usecases are
hiding floors when entering AR
hiding Avatar parts in First or Third Person views. For example, in first-person view a person shouldn't be able to see their own head model.
Di chuyển giữa các thế giới VR
Needle Engine supports the sessiongranted
state. This allows users to seamlessly traverse between WebXR applications without leaving an immersive session – they stay in VR or AR.
Currently, this is only supported on Oculus Quest 1, 2 and 3 in the Oculus Browser. On other platforms, users will be kicked out of their current immersive session and have to enter VR again on the new page.
Requires enabling a browser flag: chrome://flags/#webxr-navigation-permission
Click on objects để open links Thêm the
OpenURL
component that makes it very easy to build connected worlds.
Scripting
Read more about scripting for XR at the scripting XR documentation
Avatars
While we don't currently provide an out-of-the-box integration external avatar systems, you can create application-specific avatars or custom systems.
Create a custom Avatar
Create an empty GameObject as avatar root
Add an object named
Head
and add aXRFlag
that's set to Third PersonAdd objects named
HandLeft
andHandRight
Add your graphics below these objects.
Experimental Avatar Components
There's a number of experimental components to build more expressive Avatars. At this point we recommended duplicating them to make your own variants, since they might be changed or removed at a later point.
Example Avatar Rig with basic neck model and limb constraints
Random Player Colors As an example for avatar customization, you can add a
PlayerColor
component to your renderers. This randomized color is synchronized between players.Eye Rotation
AvatarEyeLook_Rotation
rotates GameObjects (eyes) to follow other avatars and a random target. This component is synchronized between players.Eye Blinking
AvatarBlink_Simple
randomly hides GameObjects (eyes) every few seconds, emulating a blink.Example Avatar Prefab hierarchy
Offset Constraint
OffsetConstraint
allows to shift an object in relation to another one in Avatar space. This allows, for example, to have a Body follow the Head but keep rotation levelled. It also allows to construct simple neck models.Limb Constraint
BasicIKConstraint
is a very minimalistic constraint that takes two transforms and a hint. This is useful to construct simple arm or leg chains. As rotation is currently not properly implemented, arms and legs may need to be rotationally symmetric to "look right". It's called "Basic" for a reason!
HTML Content Overlays in AR
If you want to display different html content whether the client is using a regular browser or using AR or VR, you can just use a set of html classes.
This is controlled via HTML element classes. For example, to make content appear on desktop and in AR add a <div class="desktop ar"> ... </div>
inside the <needle-engine>
tag:
<needle-engine>
<div class="desktop ar" style="pointer-events:none;">
<div class="positioning-container">
<p>your content for AR and desktop goes here</p>
<p class="only-in-ar">This will only be visible in AR</p>
<div>
</div>
</needle-engine>
Content Overlays are implemented using the optional dom-overlay
feature which is usually supported on screen-based AR devices (phones, tablets).
Use the .ar-session-active
class to show/hide specific content while in AR. The :xr-overlay
pseudo class shouldn't be used at this point because using it breaks Mozilla's WebXR Viewer.
.only-in-ar {
display: none;
}
.ar-session-active .only-in-ar {
display:initial;
}
It's worth noting that the overlay element will be always displayed fullscreen while in XR, independent of styling that has been applied. If you want to align items differently, you should make a container inside the class="ar"
element.
Augmented Reality và WebXR trên iOS
Augmented Reality experiences on iOS are somewhat limited, due to Apple currently not supporting WebXR on iOS devices.
Needle Engine's Everywhere Actions are designed to fill that gap, bringing automatic interactive capabilities to iOS devices for scenes composed of specific components. They support a subset of the functionality that's available in WebXR, for example spatial audio, image tracking, animations, and more. See the docs for more information.
:::tip Hỗ trợ custom code hạn chế trong QuickLook Apple has strong limitations in place what kind of content can be used in QuickLook. Thus, custom script components can not automatically be converted for use in AR on iOS. You can add support for some sorts of custom code using our Everywhere Actions API. :::
Nhạc cụ – Hỗ trợ WebXR và QuickLook
Here's an example for a musical instrument that uses Everywhere Actions and thus works in browsers and in AR on iOS devices. It uses spatial audio, animation, and tap interactions.
Everywhere Actions và các tùy chọn khác cho iOS AR
There's also other options for guiding iOS users to even more capable interactive AR experiences:
Exporting content on-the-fly as USDZ files. These files can be displayed on iOS devices in AR. When exported from scenes with Everywhere Actions the interactivity is the same, more than sufficient for product configurators, narrative experiences and similar. An example is Castle Builder where creations (not the live session) can be viewed in AR.
Encryption in Space uses this approach. Players can collaboratively place text into the scene on their screens and then view the results in AR on iOS. On Android, they can also interact right in WebXR. — #madewithneedle by Katja Rempel 💚
Guiding users towards WebXR-compatible browsers trên iOS. Depending on your target audience, you can guide users on iOS towards for example Mozilla's WebXR Viewer to experience AR on iOS.
Using camera access và custom algorithms trên các thiết bị iOS. One can request camera image access and run custom algorithms to determine device pose. While we currently don't provide built-in components for this, here's a few references to libraries and frameworks that we want to try in the future:
AR.js (open source)
Experimental AR.js integration by FireDragonGameStudio
Mind AR (open source)
8th Wall (commercial)
Image Tracking
Needle Engine supports WebXR Image Tracking (Live Demo) on Android and QuickLook Image Tracking on iOS.
You can find additional documentation in the Everywhere Actions section.
:::warning WebXR Image Tracking is still in a "draft" phase and not generally available So far, browser vendors haven't been able to agree on the final image tracking API for WebXR. As long as the specification is in "draft" phase (Marker Tracking Explainer), you and your app's users need to follow these steps to enable WebXR ImageTracking on Android devices:
Visit
chrome://flags
on your Android Chrome browserFind and enable the
WebXR Incubations
option :::
Without that spec, one can still request camera image access and run custom algorithms to determine device pose. The downside is that users will have to accept additional permissions like camera access, and the tracking will not be as accurate as with the native capabilities of the device.
Here are some libraries to add image tracking based on camera access and local computer vision algorithms:
Experimental AR.js integration with Needle Engine by FireDragonGameStudio
AR.js (open source)
Mind AR (open source)
Tham khảo
WebXR Device API caniuse: WebXR Apple's Preliminary USD Behaviours
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