Example of touch start event?

I was at one point considering doing my own version of WebXR Viewer published as an IOS app from the source on github but branded as a client app that accesses the client’s web only. I wonder how feasible that is as an option for IOS if a client wanted an ‘app’ that is just a branded browser to access just their WebXR experience.

That would also allow me to add some of those non-standardized apis such as Image Anchors etc for specific uses

by user 103054507105067008

And potentially as an Android app too but I never looked that far

by user 103054507105067008

has excellent comments such as

unclear is this is how this should work now

Not updated since 2020… wow!

by user 103054507105067008

Thought you’re aware! That’s the problem with that viewer: Mozilla disbanded the team in 2020 and nobody is maintaining it, it’s just “there”

Just sucks it’s the only option I have on iOS for clients who always have iPhones :sob: almost nobody ever has android the whole time I have been making AR apps for clients since 2016

by user 103054507105067008

Haha so many good comments and commits

add old visions samples. They do not work

I have some feedback about 2.51.0-pre here on this https://github.com/needle-tools/needle-engine-support/issues/118#issuecomment-1340993819

by user 103054507105067008

Thanks - I suspect the camera is not the correct one when in XR, will try if that’s the case

Reproduces on android already too

I wonder why it is grabbing the wrong camera suddenly?

by user 103054507105067008

I dont think we have a case anywhere else where we grab the touch to convert it to a ray or something similar.

The AR touches are really WebXRControllers internally right now

I see, glad the repro project helped, I will stay on 2.50.0-pre for now while working on Touch AR Controls

by user 103054507105067008

But in 2.50 it works?

Only my custom version of screenPointToRay works with 2.50.0-pre in Mozilla WebXR on IOS due to me using a custom version of convertScreenspaceToRaycastSpace to grab the window.innerWidth instead of this.context.domWidth

convertScreenspaceToRaycastSpace(vec2: Vec2) {
    vec2.x = (vec2.x - this.context.domX) / window.innerWidth * 2 - 1;
    vec2.y = -((vec2.y - this.context.domY) / window.innerHeight) * 2 + 1;

by user 103054507105067008

The moment I update to 2.51.0-pre even while still using that custom screenPointToRay , it doesn’t work anymore so I assume it is grabbing the wrong camera as you said

by user 103054507105067008

That has been changed in 2.51.0 tho :thinking:


I mean I am still using the custom local function versions though and those somehow don’t work in 2.51.0 when they worked in 2.50.0, I did see you updated it in 2.51.0

by user 103054507105067008