A JavaScript implementation of the WebXR Device API. This polyfill allows developers to write against the latest specification, providing support when run on browsers that implement the WebVR 1.1 spec, or no WebVR/WebXR support at all.
The polyfill will be updated to track changes in the spec, and may introduce breaking changes in the polyfill's 1.0.x
releases until the spec stabilizes.
If you are writing code against the WebVR 1.1 spec, use webvr-polyfill, which supports browsers with the 1.0 spec, or no implementation at all. It is recommended to write your code targeting the WebXR Device API spec however and use this polyfill as browsers begin to implement the latest changes.
The minimal input controls currently supported by WebXR is polyfilled here as well, using the Gamepad API.
Download the build at build/webxr-polyfill.js and include it as a script tag,
or use a CDN. You can also use the minified file in the same location as webxr-polyfill.min.js
.
<script src='webxr-polyfill.js'></script>
<!-- or use a link to a CDN -->
<script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script>
Or if you're using a build tool like browserify or webpack, install it via npm.
$ npm install --save webxr-polyfill
The webxr-polyfill exposes a single constructor, WebXRPolyfill
that takes an
object for configuration. See full configuration options at API.
Be sure to instantiate the polyfill before calling any of your XR code! The polyfill needs to patch the API if it does not exist so your content code can assume that the WebXR API will just work.
If using script tags, a WebXRPolyfill
global constructor will exist.
var polyfill = new WebXRPolyfill();
In a modular ES6 world, import and instantiate the constructor similarly.
import WebXRPolyfill from 'webxr-polyfill';
const polyfill = new WebXRPolyfill();
Takes a global
object (usually window
), as well as a config
object with
the following options:
webvr
: Whether or not there should be an attempt to fall back to a WebVR 1.1 VRDisplay. (default:true
).cardboard
: Whether or not there should be an attempt to fall back to a JavaScript implementation of the WebXR API only on mobile. (default:true
)
There are 3 builds provided: build/webxr-polyfill.js, an ES5 transpiled build, its minified counterpart build/webxr-polyfill.min.js, and an untranspiled ES Modules version build/webxr-polyfill.module.js. If using the transpiled ES5 build, its up to developers to decide which browser features to polyfill based on their support, as no extra polyfills are included. Some browser features this library uses include:
- TypedArrays
- Object.assign
- Promise
- Symbol
- Map
- Array#includes
Check the .babelrc configuration and ensure the polyfill runs in whatever browsers you choose to support.
- If
'xr' in navigator === false
:- WebXR classes (e.g.
XRDevice
,XRSession
) will be added to the global navigator.xr
will be polyfilled.- If the platform has a
VRDisplay
from the WebVR 1.1 spec available:navigator.xr.requestDevice()
will return a polyfilledXRDevice
wrapping theVRDisplay
.
- If the platform does not have a
VRDisplay
,config.cardboard === true
, and on mobile:navigator.xr.requestDevice()
will return a polyfilledXRDevice
based on CardboardVRDisplay.
- If
WebGLRenderingContext.prototype.setCompatibleXRDevice
is not a function:- Polyfill all
WebGLRenderingContext.prototype.setCompatibleXRDevice
and a creation attribute for{ compatibleXrDevice }
. - Polyfills
HTMLCanvasElement.prototype.getContext
to support axrpresent
type. Returns a polyfilledXRPresentationContext
used for mirroring and magic window.
- Polyfill all
- WebXR classes (e.g.
- If
'xr' in navigator === true
,config.cardboard === true
and on mobile:- Overwrite
navigator.xr.requestDevice
so that a nativeXRDevice
is returned if it exists, and if not, return a polyfilledXRDevice
based on CardboardVRDisplay.
- Overwrite
In the future, when the WebXR API is implemented on a platform but inconsistent with spec (due to new spec changes or inconsistencies), the polyfill will attempt to patch these differences without overwriting the native behavior.
- A lot of objects should only be used in the frame they were retrieved; don't save and access a XRDevice's
poseModelMatrix
in a frame other than when it was created. XRWebGLLayer.multiview
XRWebGLLayer.framebufferScaleFactor
andXRWebGLLayer.requestViewportScaling()
This program is free software for both commercial and non-commercial use, distributed under the Apache 2.0 License.