VR360 Video Configuration
Here is a list of the configuration options:
|forcevr||Force VR headsets support for desktop browsers or else the feature will only be enabled for mobile devices for now.||false|
|polyfill||Optional. Enable the WebXR polyfill to provide Cardboard mode support for non WebVR enabled browsers. This will be loaded on demand within the same path as the script within a "resource" directory.||false|
|fov||The field of view setting. This sets how far or close the camera needs to be for the video.||90|
|camerafront||The camera starts at the "front" of the video, this can be set to be flipped around to start initially from the back.||false|
|projection||Support for different video projection types.|
|360_MONO: Standard equirectangular 360 videos.|
|180_LR: Left Right Stereo 180 degrees videos|
|360_TB: Top and Bottom Stereo 360 degrees videos|
|360_CUBE: 360 Cubemap videos. Converted from equirectangular videos.|
|2D: 2D VR Cinema projection in VR mode||360_MONO|
|mouseDamping||The sensitivity of the mouse controls. A value between 0.05 and 1.||0.25|
|keyDamping||The sensitivity of the key controls. A lower value means more smoother.||0.10|
|keys||The key character codes used for the keyboard rotation controls. The arrow keys are taken over for Flowplayer's seeking controls.|
|pointerlock||Enable mouse pointer lock toggle controls.||false|
|antialias||Add anti aliasing to the rendering.||false|
|ambisonicOrder||The ambisonics order of the Ambisonics audio track. Either 1, 2 or 3.||1|
|channelMap||The channel mapping for Ambisonics audio channel ordering. If ACN ordering is not used byt FuMa use [0,3,1,2]||[0,1,2,3]|
|postGain||Add post gain to the Ambisonics decoding and rotation gains. Only required if the loudness of the audio is not accurate.||1|
|previewVrPresentation||enable preview of WebVR stereo display while presenting to a headset. Or else a splash status will be displayed.||true|
|enablePip||Enable picture in picture toggling for VR rendering.||true|
|xrTiltOffset||Enable X rotation offset to headsets in a WebXR session to match the camera. This will change the default position in the WebXR headset to match the default camera view. Useful for lying in a chair.||false|
Player API Methods
|moveLeft||Rotate left given by an angle or automatic angle of 3 degrees.||angle in degrees|
|moveRight||Rotate right given by an angle or automatic angle of 3 degrees.||angle in degrees|
|moveUp||Rotate up given by an angle or automatic angle of 3 degrees.||angle in degrees|
|moveDown||Rotate down given by an angle or automatic angle of 3 degrees.||angle in degrees|
|zoomIn||Zoom camera in|
|zoomOut||Zoom camera out|
|toggleVR||Launch WebXR headset session|
|getOrientationAngles||Returns the current camera angle positions|
|xrTiltOffset||Change the tilt offset config with an api method.|
|OSX||Google Chrome, Firefox, Safari.||macOS have the CORS bugs fixed. CORS problems might still be an issue with Mpeg Dash streams in Safari.|
|Windows||Google Chrome, Firefox, Edge, Chrome Edge|
|WebXR/WebVR Enabled browsers||Chrome WebXR supported, Firefox WebVR supported with WebXR polyfill, Microsoft Edge for Windows Mixed Reality.||Windows Mixed Reality|
|IOS||Safari with CORS proxy for IO9 and 10. IOS 11 and above. WebView Cordova apps.||IOS 10 and below requires a CORS proxy. IOS 11 and above has the provided CORS fixes. IOS 11.3 and above has the HLS fixes. IOS 12 possibly has HLS rendering issues again requiring a color flip.|
|Android||Chrome, Samsung Internet, Chrome Dev, Firefox, Occulus Carmel. WebView Cordova apps.||Android fully supports WebXR and new orientation sensor apis.|
CORS Rules Requirements
For this feature to work successfully the video hosting server requires Cross Origin Resource Sharing rules to be enabled in the headers of the request.
This is required to enable WebGL rendering of cross origin video content in browsers that support it.
Cardboard Mode Support For Non-WebXR Browsers
Cardboard mode support has been externalised and made optional via the use of WebXR polyfill. The library will be loaded on demand where required.
To configure non-webvr cardboard support set the
Samsung Gear VR Internet Support
Once Occulus Software is setup. Loading a webbrowser in Gear VR, loading a video and then launching to VR headset will display the video in VR. Occulus Setup.
WebVR For Windows Chrome and Firefox
Desktop based WebVR is now supported in Windows Chrome and Firefox.
Support for OSX has been pulled for now until there is runtime support for OSX which Oculus also removed. OSX not being gaming specific the Oculus Rift is prioritisng Windows development.
Steps to setup WebVR for Desktop:
- Download and install the Oculus Runtime for Windows.
- Once installed the Windows Mixed Reality Portal application will be available.
- Follow the steps here to turn on developer simulation mode or for use with headets. https://docs.microsoft.com/en-us/windows/mixed-reality/develop/platform-capabilities-and-apis/using-the-windows-mixed-reality-simulator