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Haptics #29
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Just FYI, Oculus Browser 8.5 (ETA end of this week) will have experimental support for haptics via adding hapticActuators / pulse into the gamepad object. The sample can be seen here: https://github.com/Artyom17/webxr-samples/blob/gh-pages/controller-state.html |
That's great to hear, @Artyom17! I've very curious to see how that works out and what bumps (if any) you hit along the way. It'll be very informative for the rest of the group. |
@toji It was pretty straight forward port of whatever I had for WebVR. In JS code it looks like this:
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@Artyom17 Is the experimental API still around? |
Working wonderfully on the quest. Integrated in Babylon.js already - https://github.com/BabylonJS/Babylon.js/blob/master/src/XR/motionController/webXRAbstractMotionController.ts#L410 |
Also works at https://github.com/De-Panther/unity-webxr-export |
Is there a sample code for this? |
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I can second that now... works like a charm now |
This is a feature request for a formalized API for haptic feedback on WebXR gamepad inputs, when available. Even very simple haptics can greatly increase immersion and usability in XR applications.
The Gamepad Extensions draft defines a simple interface for pulsing haptic actuators, and that did already have some decent browser support in WebVR. That spec contains other extensions (
hand
andpose
) that seem obsolete, however, so it may be good to respec it in a webxr module.Or, that may not be ideal in WebXR's more robust model -- e.g looking forward to more complex haptic hardware, haptics on gamepad-less input sources, etc. -- in which case it would need a new API.
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