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requestAnimationFrame recursion on mobile #127
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Thanks for digging this up from the comment and filing an issue. I'm going to take a look at this. |
@itsthisjustin @caseyyee @delapuente: can you try checking out my branch in PR #132, and see it fixes things for you? what are your steps to reproduce? just load https://mozilla.github.io/unity-webvr-export/ on one of your devices?
correct me if I'm missing something. |
Original source was commented in #54 (comment): |
@itsthisjustin this is definetly an issue we need to fix (raf errors), but just as a note, mobile is unreliable at best and not officially supported. Mobile browsers and devices generally don't have the memory and power to run these experiences well unfortunately! |
@caseyyee yeah I guess that's going to depend largely upon how WebGL and WebVR are "handled" moving forward. The main page of webvr touts Cardboard as it's baseline way to experience the technology. So if this Unity asset doesn't officially support mobile, it might not be good to say it's an export to webVR then since WebVR officially DOES support mobile. |
@itsthisjustin It's not actually a limitation of WebGL or WebVR. Mobile devices unfortunately simply don't have the power or memory to run Unityplayer well. |
@caseyyee how should we go about updating the we don't want to upgrade the and the |
@caseyyee see the PR I opened yesterday: https://github.com/mozilla/unity-webvr-export/pull/175/files |
this is fixed by PR #175. @itsthisjustin: could you please try the version on |
As seen here: #54 (comment)
I'm getting the same issue. Even the sample projects present this problem on all mobile browsers. I see on Firefox, Chrome (with flags for webvr set) and oddly enough on the Firefox nightly on Android tapping the headset icon just makes the experience full screen.
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