VRLayerInit

This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The VRLayerInit interface (dictionary) of the WebVR API represents a content layer (an HTMLCanvasElement or OffscreenCanvas) that you want to present in a VR display.

You can retrieve VRLayerInit objects using VRDisplay.getLayers(), and present them using the VRDisplay.requestPresent() method.

Properties

VRLayerInit.leftBounds
Defines the left texture bounds of the canvas whose contents will be presented by the VRDisplay.
VRLayerInit.rightBounds
Defines the right texture bounds of the canvas whose contents will be presented by the VRDisplay.
VRLayerInit.source
Defines the canvas whose contents will be presented by the VRDisplay when VRDisplay.submitFrame() is called.

Examples

// currently returns an empty array
var layers = vrDisplay.getLayers();

if(navigator.getVRDisplays) {
  console.log('WebVR 1.1 supported');
  // Then get the displays attached to the computer
  navigator.getVRDisplays().then(function(displays) {
    // If a display is available, use it to present the scene
    if(displays.length > 0) {
      vrDisplay = displays[0];
      console.log('Display found');
      // Starting the presentation when the button is clicked: It can only be called in response to a user gesture
      btn.addEventListener('click', function() {
        vrDisplay.requestPresent([{ source: canvas }]).then(function() {
          console.log('Presenting to WebVR display');

          // Here it returns an array of VRLayerInit objects
          var layers = vrDisplay.getLayers();

          ...
        });
      });
    }
  });
}

VRLayerInit objects look something like this:

{
  leftBounds : [ ... ],
  rightBounds: [ ... ],
  source: canvasReference
}

Note: The canvasReference refers to the <canvas> element itself, not the WebGL context associated with the canvas. The other two members are arrays

Specifications

Specification Status Comment
WebVR 1.1
The definition of 'VRLayerInit' in that specification.
Editor's Draft Initial definition

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafari
Basic support Yes1 2 Yes

553

584

No ? ?
leftBounds Yes1 2 Yes

553

584

No ? ?
rightBounds Yes1 2 Yes

553

584

No ? ?
source Yes1 2 Yes

553

584

No ? ?
FeatureAndroid webviewChrome for AndroidEdge mobileFirefox for AndroidIE mobileOpera AndroidiOS Safari
Basic support No Yes5 ? ? No ? ?
leftBounds No Yes5 ? ? No ? ?
rightBounds No Yes5 ? ? No ? ?
source No Yes5 ? ? No ? ?

1. Only works on desktop in an experimental version of Chrome (other builds won't return any devices when Navigator.getVRDisplays() is invoked).

2. This feature is behind the WebVR preference. To change preferences in Chrome, visit chrome://flags.

3. Windows support was enabled in Firefox 55.

4. macOS support was enabled in Firefox 58.

5. Currently supported only by Google Daydream.

See also

Document Tags and Contributors

 Contributors to this page: fscholz, Squareys, chrisdavidmills
 Last updated by: fscholz,