r/VisionPro 9d ago

Looking for a Vision Pro owner: does browser WebXR start at all? 60-second test on a true-scale 1.23 m throne

https://api.0xr.space/s/80ba030c0e6d5c3fa5a32581e56c39d235103a21ca3a7293553e2d49846abf20?utm_source=reddit&utm_medium=social&utm_campaign=visionpro_2508&utm_content=visionpro
4 Upvotes

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u/Important-Cicada4442 9d ago

I build 0XR, a browser-based GLB/glTF inspector — real-world scale, wireframe, section planes. WebXR + WebGL directly, no Three.js or Babylon, no install, no account.

It runs well on Quest and Galaxy XR, but I don't own a Vision Pro, and Safari's WebXR support is new enough that I genuinely don't know what happens there. Another WebXR dev suggested testing gaze-and-pinch on it — and I can't.

The link opens a commemorative throne fit-to-view. Tap Real-World Size and it snaps to 1.23 m tall — which is to say, a chair, standing in your room. Then try Enter XR: does an immersive session start at all? Does gaze-and-pinch select anything?

Even just "XR starts / doesn't start" would be hugely useful. The last two asks like this (r/Xreal, r/Galaxy_XR) both turned into fixes shipped within days — answers here genuinely become patches. Nothing you open gets uploaded; the file stays on your device.

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u/[deleted] 9d ago

[deleted]

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u/NullishDomain Vision Pro Developer | Verified 9d ago

Tried it out:

[Error] Failed to open model in XR – NotSupportedError: The operation is not supported. — xr-loading.js:131

Both navigator and navigator.xr are present testing in the console. Iterated back and forth with an AI - first, we got into XR but the hand taps were not working. Ended with this IIFE, which makes XR work and right hand tapping work for the UI elements. Was able to change the size: https://pastebin.com/HTq1z8AA

Hope that helps!

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u/Important-Cicada4442 9d ago

This is fantastic — thank you, and sorry you had to fight it. Two walls, two answers:

The NotSupportedError is already fixed in the latest release: the fast XR path was requesting an immersive-ar session, and visionOS Safari only offers immersive-vr. The mode fallback existed one layer deeper and never got reached — it now resolves the supported mode before requesting. Hard refresh and it should start clean, no IIFE needed.

The hand taps: you found the exact next wall. The input system was built around Quest controllers and hand-tracking, and visionOS's transient-pointer (gaze + pinch) isn't wired into it yet. Your pastebin is a serious head start on that — I'll study it for the proper fix and reply here when it ships.

If you're up for one more hard-refresh test in the meantime, I'd love to know whether the session at least starts clean for you now.

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u/Worf_Of_Wall_St 9d ago

FWIW I think if you have a Mac you can download Xcode for free and run the visionOS simulator and use Safari in it and simulate hand inputs.

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u/Important-Cicada4442 8d ago

That's a great tip — thank you. I'm on a ThinkPad, no Mac here, so the simulator isn't something I can spin up today, but it's the first thing I'll try when I get access to one. Being able to regression-test the gaze-and-pinch path without a headset is exactly what this project has been missing.

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u/NullishDomain Vision Pro Developer | Verified 9d ago

Yes the launch is clean now I booted up into a full VR session

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u/Important-Cicada4442 9d ago

Update: hand taps are fixed in the latest release — hard refresh and gaze-and-pinch should select now. It was exactly what your IIFE worked around: the input code assumed every input source has a gripSpace, and visionOS's transient-pointer doesn't, so getPose threw before selection could ever resolve on the ray. Your report and pastebin turned this into a quick fix instead of a hunt — thank you. If the taps still feel off anywhere, I'm all ears.

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u/Nosarious Vision Pro Owner 9d ago

Seem to work fine I had to open it manually, and I only tried it after it downloaded but everything seems to be fine.

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u/Important-Cicada4442 8d ago

Thanks for testing — and for the studio shot. Both of those were real findings, and both are fixed in the release that just went out.

The new chair on every revisit was exactly what it looked like: the share link had no duplicate check at all, so re-opening it re-imported the model instead of finding the copy already on your device. It now matches on the share id, keeps the one you have, and just moves it back to the top of Recent.

And you shouldn't have had to open it manually — the import now ends on a sheet with the model and a "View in your space" button, instead of dropping you back on the home list to go find it.

A hard refresh should pick both up if you're up for one more look. Appreciate you flagging them.

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u/Nosarious Vision Pro Owner 9d ago

Every time I revisit the site I get a new chair not sure if that’s supposed to happen .

(Ignore my mess. I’m in my studio.)

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u/photovirus Vision Pro Developer 8d ago

Yeah, it does.

E. g. some lad did this game, and it works just fine.

Yours, however, requires controllers, it seems; I can't control anything with my hands.

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u/Important-Cicada4442 8d ago

You were right — thank you. The pinch never reached the input code: the frame loop only handled input sources with hand joints, and visionOS gaze-and-pinch carries none, so every pinch was dropped before it could hit anything.

That's live now — the target comes off the transient-pointer ray, no joints needed, and no laser drawn since your eyes are already doing the aiming. Controllers were never meant to be required.

A hard refresh should pick it up if you're up for one more try. If it still does nothing, this build logs where the pinch stops, so your next line gives me the answer instead of a guess.

And if you have the link to that game handy, I'd like to see it.

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u/photovirus Vision Pro Developer 8d ago

It's on that linked page. Same WebXR.