Create WebVR Projects in Unity


#1

Unity-WebVR-Assets

WebVR template and assets for creating WebVR-enabled Unity projects.

Download from GitHub

How to Use

Copy WebGL template

  • Windows users: Overwrite C:\Program Files\Unity\Editor\Data\PlaybackEngines\webglsupport\BuildTools\WebGLTemplates with WebGLTemplates from this repository.

Set build platform to WebGL

From File > Build Settings, select WebGL as the platform.

WebGL!

Set WebGL template

  1. Open Edit > Project Settings > Player to access the Player settings.
  2. Under Resolution and Presentation, select WebVR as your WebGL template.

Template!

Set up WebVR camera

  1. Copy WebVRCameraSet.prefab from the WebVRAssets/prefabs folder into your Assets.
  2. Replace your default Main Camera with the WebVRCameraSet prefab.
  3. Copy WebVRAssets/Scripts/StereoCamera.cs into your Assets, and ensure that it is attached to the parent node of the prefab.

Camera!

Build and run

Once your project finishes building, open the generated index.html in a WebVR-enabled browser.

Local Development Notes

To copy the files over to your project:

UNITY_WEBVR_PROJECT=$HOME'/my-project/' sync.sh

#2

I couldn’t get the above WebVR project working with navigation, but I got a WebGL project working.

Here’s the live demo.

https://codetricity.github.io/webvr-demo/

Please provide advice on how to get the WebVR (not WebGL) demo working.


#3

I’ve been going through the Unity thread on their support of WebVR.

https://forum.unity3d.com/threads/webgl-and-webvr.390445/

Here’s the relevant pieces:

  • WebGL exists now, but WebVR is taking a while to implement
  • WebVR works with the plugin, but mouse navigation is not enabled. Navigation needs to be implemented in JavaScript

Regarding controller support: original

I don’t think it has controller support - but it would be possible to implement that in JavaScript yourself.

It appears that Oculus Rift and gamepad controls work.

Regarding timing of WebVR support in Unity 5.7 - original post

It will not be in 2017.1 and probably also not in 2017.2.

Other:
Here’s an article from Anthony Palma, the CEO of Jump on building a game with Unity using the WebVR hack.

https://hacks.mozilla.org/2016/05/exporting-an-indie-unity-game-to-webvr/

The article above references this GitHub repository for a WebVR template using the hack.


#4

Hi, I followed this instruction and did every single step, but it doesn’t work. Can I ask what is the local development notes is? Do I need to do something with it??


#5

Did it not build? Or, did you just have problems with the controllers in the WebVR application? That article is from November 2016. At the time I looked at it, the WebVR controllers were not enabled.

Unity was also working on enabling WebVR, so they may have released official support. If there isn’t an official solution now, I can look at this again.

If you’re building a simple app, then using A-Frame is a better solution if you’re building something for the Web. If it’s a fullblown Unity app, then you should also verify that the status of the controllers are.

What is your target, HTC Vive?

I just took a look at this one does have support for Oculus Rift controllers.

Do you have a Rift?


#6

Hello ,
UNITY_WEBVR_PROJECT=$HOME’/my-project/’ sync.sh

Share me path where i copy the file of sync.sh

Thanks


#7

Hello,
I have followed this step by step, but it did not work. I used HTC VIVE and I got an error with “Unity_WEBGL_LOADER_GLUE”. If you have any solution to this problem, I really appreciate it.
Thank you in advance.