Basically, the idea is that coding once allows for 2D version, Handheld WebXR/AR, 6DoF Headset and 3DoF headsets. Similar to adaptive design in webdesign.
Imagine you wanted to have your store’s web page work in 2D, and also take advantage of the full range of AR and VR devices. WebXR will provide the foundation you need to create pages that work everywhere, and let you focus on compelling User Experiences on each of the devices.
One aspect of progressive WebXR, showcasing a version of A-Painter that was adapted to handheld AR and immersive VR was amazing. In this post, lets dive a bit deeper into the idea of progressive WebXR apps that are accessible across a much wider range of XR-supported devices.
The WebXR Device API expands on the WebVR API to include a broader range of mixed reality devices (i.e., AR/VR, immersive/handheld). By supporting all mixed reality devices in one API, the Immersive Web community hopes to make it easier for web apps to respond to the capabilities of a user’s chosen device, and present an appropriate UI for AR, VR, or traditional 2D displays.
At Mozilla, this move aligns with experiments started last fall, when Mozilla created a draft WebXR API proposal, a WebXR polyfill based on it, and published a WebXR Viewer experimental web browser application to the iOS App Store. Publishing the app for iOS allowed them (and others) to experiment with WebXR on iOS, and is one of the target platforms for the XR Store demo that is the focus of this article. This demo shows how future sites can support the WebXR API across many different devices.
Before introducing the example store we've create, I’ll give an overview of the spectrum of devices that might need to be supported by a UX strategy to design this kind of WebXR-compatible site.
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