XRView.eye

Secure context
This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.

The XRView interface's read-only eye property is a string taken from the XREye enumerated type, indicating which eye's viewpoint the XRView represents: left or right. For views which represent neither eye, such as monoscopic views, this property's value is none.

Syntax

let eye = xrView.eye;

Value

A DOMString whose value is one of the strings enumerated by the XREye type:

left
The XRView represents the point-of-view of the viewer's left eye.
right
The view represents the viewer's right eye.
none
The XRView describes a monoscopic view, or the view otherwise doesn't represent a particular eye's point-of-view.

Usage notes

The primary purpose of this property is to allow the correct area of any pre-rendered stereo content to be presented to the correct eye. For dynamically-rendered 3D content, you can usually ignore this and simply render each of the viewer's views, one after another.

Examples

This code, from the viewer pose's renderer, iterates over the pose's views and renders them. However, we have flags which, if true, indicate that a particular eye has been injured during gameplay. When rendering that eye, if the flag is true, that view is skipped instead of being rendered.

glLayer = xrSession.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
gl.clearColor(0,0, 0, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT, gl.DEPTH_BUFFER_BIT);

for (let view of xrPose.views) {
  let skipView = false;

  if (view.eye == "left" && body.leftEye.injured) ||
    skipView = updateInjury(body.leftEye);
  } else if (view.eye == "right" && body.rightEye.injured) {
    skipView = updateInjury(body.rightEye);
  }

  if (!skipView) {
    let viewport = glLayer.getViewport(view);
    gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
    renderScene(gl, view);
  }
}

For each of the views, the value of eye is checked and  if it's either left or right, we check to see if the body.leftEye.injured or body.rightEye.injured property is true; if so, we call a function updateInjury() on that eye to do things such as allow a bit of healing to occur, track the progress of a poison effect, or the like, as appropriate for the game's needs.

updateInjury() returns true if the eye is still injured or false if the eye has been restored to health by the function,. If the result is false, indicating that the eye is now healthy, we render the scene for that eye. Otherwise, we don't.

Specifications

Specification Status Comment
WebXR Device API
The definition of 'XRView.eye' in that specification.
Working Draft Initial definition.

Browser compatibility

Update compatibility data on GitHub
DesktopMobile
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidFirefox for AndroidOpera for AndroidSafari on iOSSamsung Internet
eyeChrome Full support 79Edge Full support 79Firefox No support NoIE No support NoOpera No support NoSafari No support NoWebView Android No support NoChrome Android Full support 79Firefox Android No support NoOpera Android No support NoSafari iOS No support NoSamsung Internet Android Full support 11.2

Legend

Full support  
Full support
No support  
No support