Replies: 14 comments 31 replies
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From @ukito-pl: WebXR mode is very cool, gives a lot of extra features and possibilities. Generally it would be my "go to" technology regarding AR, but it is currently supported only on chrome and samsung browsers and doesn't work on IOS devices at all. Having extra features that are only available on specific devices/browsers is not a good idea and limiting a solution only to Android and Chrome is also not a good idea. Until Safari and other browsers implement WebXR I don't think I will use it in my cross-platform projects. Regarding WebXR implementation:
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From @ideathingdev: WebXR is great, the only missing feature stopping me from using it is the possibility for the user to capture photos and videos as this is highly requested (and expected, unfortunately) by clients. |
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From @maciekglowka: I use WebXR as a default, BUT if a user opens link in an app (which is a lot of cases) than it uses Android WebView instead of Chrome - and then SceneViewer is the only option and a nice fallback. Otherwise my page would be broken (which it kind of is at the moment;). |
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WebXR is definitely the way forward, as it opens so many more options and interactions. Apple will hopefully catch up before too long, and we know that WebXR work is progressing in WebKit, so hopefully will appear in Safari, one day. As per the discussion over here #2279, the subject of the calibration process is a significant UX challenge. It's a process that needs to be intuitive for the uninitiated to easily understand. One of the considerations is what to show the user during the calibration process, which is a necessary part of the AR experience. By comparison, here's what SceneViewer and AR QuickLook do during the calibration process:
My preference is to not display the 3D model until anchored. The reason being that in my observations, often, once a user sees a 3D object on screen (before it's anchored), they stop attempting to scan the environment, they focus on the object, which can lead to unexpected results - for example, the model is not being presented at accurate real-world scale as calibration has not been completed. Still, I don't think the calibration process should be left empty, as that would be very unhelpful to the user. A great deal can be done with the DOM layers, especially combined with the That said, the above approach of not displaying the model and showing more detailed DOM guidance can all be done today. You can hide the model by manually reaching into the ThreeJS scene and adjusting visibility. Which could be made even easier with the plan to support Show/Hide model parts. So for now, my use case is catered for. Additional UX considerations that could help the calibration and placement process:
These are just my thoughts. Interested to know how others feel about it. |
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The point cloud display have recently appeared in the Scene Viewer and I have to agree that it helps to communicate the callibration. Even if it is fake-ish it shows some kind of room analysis in progress. I have been working with the AR for the last couple of months and what is also visible to me is the ever improving calibration time. I am usually testing on a cheapish Samsung M21 and in the good conditions I hardly have to move the phone around anymore. If it is almost instant, then the calibration process is not so much of an issue anymore. As of the target point placement - it seems like a more convenient method to position the model, as nothing will obscure the room etc. However it requires an additional action from the user. So the user would have to notice and read some kind of message beforehand. For some applications it might be better, but for some might end up not working - the user will abandon the process (as would happen with a too long calibration). I am working on an e-commerce project, so the users would be casual. And in this case I believe if there are less steps there is a bigger chance that the user will actually display the model. |
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Love this post! I would like to comment a few UI/UX things I have seen in other AR environments in my short experience with webAR:
Will comment here if I found more ideas 😋 Anyway, I really enjoy working with Model Viewer and AR! Thank you for your hard work! 💪 |
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As one potential problem, scene-viewer intents can be activated automatically without user interaction, but WebXR cannot due to security protocols. There's probably no solution for this, but it could be a blocker for some users. |
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Hi all again, we were shooting some AR promo videos today and I had the occasion to see for a longer bit how other / new to subject people use webXR with model-viewer. So I have two more insights :) (it is not entirely new, it overlaps bit with the above)
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I'd like to direct everyone's attention to a PR that changes the behavior of two-finger rotation and scaling. I'm on the fence about merging it, so input would be appreciated! #2619 |
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Adding some thoughts here based on Twitter discussion regarding the general WebXR vs. system UX and the new UX example for AR.
Some tests (and things we're fighting with in client projects) to check if UX is good enough for AR stuff for people outside the tech bubble - all of these are based on real-world observations of how people desperately try to use AR experiences on their phones:
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I want to propose a new possible problem with WebXR On modelviewer.devOn our customer websiteWe think it'd be nice to somehow keep the site "on hold" while the user interacts with WebXR. Maybe this is a bigger problem that affects all of immersive-web, maybe it's not a problem at all. But we would like to get some inputs on what you guys might think. |
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@elalish any update on the ability to make photos and videos when using WebXR? I know you said you were waiting on some Chrome API, is that moving forward? Wouldn't it be possible to achieve that already without some specific API, like 8th Wall does it? |
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We're still unable to move over to WebXR as a default, there are few things about the UX which aren't quite up to the same standard as Scene Viewer
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Add support for Currently we can set Am I the only one wanting something like this? Does anyone already worked on a change for that? If you have any pointer where and how to modify the current model-viewer code to support it, I'll appreciate it. |
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A nice discussion was started in #2381 about what the most important differences are between Scene Viewer and WebXR modes of AR on Android. WebXR has major advantages over Scene Viewer especially in terms of DOM customization, so we want people to use it. However, we also need to know where it comes up short so that we can fix any gaps. Here are a few comments from the other thread.
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