When WebXR doesn't quite go to plan
I'm adding support for world rotation/scaling to the PlayCanvas Engine. But I wan't quite expecting this!
I'm adding support for world rotation/scaling to the PlayCanvas Engine. But I wan't quite expecting this!
PlayCanvas is a free, open-source (MIT) real-time 3D engine that runs in the browser on both WebGL2 and WebGPU. We just shipped 2.20 — here's what's new.
Gaussian Splatting (the big one this release):
WebXR on WebGPU 👇
WebXR (VR/AR) now runs on the WebGPU backend — not just WebGL2. So you can build immersive experiences on the modern graphics API, including the new Gaussian Splatting features in VR. That combo is still pretty rare in the wild — most WebXR today is WebGL-only.
Also new:
worker_threads)Links:
npm install playcanvasQuick montage of the new examples attached — happy to answer anything about what we're releasing today!
posted here a month ago about vibecoding a VR game with R3F + webxr. it worked well enough that i kept going and turned it into an actual tool https://turbl.dev
you type a prompt, it generates a webxr scene (pmndrs/xr) and gives you a URL that opens in the quest browser. no build, no sideload. the clip is just me prompting one and stepping into it.
i see people in this sub building genuinely cool stuff, and that's exactly where i want this to get to.
would love it if you tried it. free to start, and if you run out of credits just DM me and i'll top you up.