Comments (4)
The IOS device check needs fixing up. I also had to do the same. They stitched everyone up there it seems. IOS 13 supports fullscreen so the fullscreen wrapper needs to return. So needs two checks. for IOS and then another check for fullscreen support ??
var isIOS = function () {
var isIOS = ((/iP(hone|ad)/i).test(navigator.platform) || (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1));
return function () {
return isIOS;
};
}();
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It's in the cardboard display project. I might have to fork that to make the edits. I already had to make one to return the canvas back to its original position and not append in the body.
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What is the expected behavior on an iPad with fullscreen, stereoscopic rendering? There are no cardboard devices to fit anything of that size, for example.
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I don't know. I got a load of complaints it's broken. It was working previous. There is alot of IOS 13 requests in here. Android doesn't even use the polyfill so not related.
I've added those fixes into my fork. https://github.com/danrossi/cardboard-vr-display
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Related Issues (20)
- Random requestSession() -> requestPresent() hang on Oculus Go
- iOS 13 adds permission API for device motion HOT 1
- Are grip/targetRayTransform numbers in GamepadMappings correct? HOT 1
- Android Firefox 68.5.0 is not treated as mobile device HOT 3
- requestSession fails on iPad OS 13
- Configurable the number of views
- Rename XR interface to XRSystem
- CardboardVR on HTTP
- Webxr partially started on IOS 13
- Framebuffer deleted before attempting to bind HOT 3
- Fullscreen not entered correctly on iOS 13 HOT 3
- Eventual crash on HoloLens from GamepadXRInputSource HOT 1
- Use Polyfill as default solution, also on android HOT 1
- Right eye missing in updated three.js with video textures HOT 1
- DeviceOrientationEvent.requestPermission() HOT 2
- Element order changes after exiting VR
- Polyfilled XRWebGLLayer is not spec compliant HOT 1
- HitTest support HOT 2
- WebXR Polyfill broken with latest three.js HOT 1
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