VR set up and testing
To make sure that the concept is possible to develop with Three.js like I'm planning to, I needed to try it out first.
I quickly found out that this isn't as straightforward as it would seem. First of all, Chrome seems to be one of the only browsers even supporting webxr atm, and you still need to enable a flag for it to work.
I went ahead and downloaded Chrome Canary and navigated to chrome://flags to enable WebXR Incubations and set Force WebXr Runtime to OpenXR.
After a quick browser restart this should now be active. Now you need to connect your VR headset and set that up. I have a Valve Index, so I connected it via Steam. Once connected, I went to the Three.js demo site and started the demos to make sure everything was working.
I encountered a few issues, but after a quick relaunch it worked fine. I hope this is stable enough to use for the rest of this project.
What I learned #
First up was one of the demos called grab and move.
This interaction is going to be useful for when I want to implement videos and move those around.
This demo focuses on highlighting objects that you're pointing at. This is accomplished with a raycast shot from the controller. Next week I'll be working on this to get the stem player working in VR.