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Simple WebXR Unity

The document outlines a project integrating Unity with WebXR to enable immersive VR/AR experiences directly in web browsers without native applications. It discusses the technologies used, including Unity Engine, WebXR Device API, and WebGL, along with the architecture and key components of the implementation. The project successfully demonstrates various interactive demos, highlights challenges faced, and suggests future enhancements for AR capabilities and performance optimization.

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0% found this document useful (0 votes)
17 views13 pages

Simple WebXR Unity

The document outlines a project integrating Unity with WebXR to enable immersive VR/AR experiences directly in web browsers without native applications. It discusses the technologies used, including Unity Engine, WebXR Device API, and WebGL, along with the architecture and key components of the implementation. The project successfully demonstrates various interactive demos, highlights challenges faced, and suggests future enhancements for AR capabilities and performance optimization.

Uploaded by

marijuana0726
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as KEY, PDF, TXT or read online on Scribd
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Simple-WebXR-Unity

Powered by Unity and WebXR

AR/VR Presentation : Madhav Kumar (22CD3017) -CSD(3rd Year)


Mentor Name : Dr Susham Biswas
Content
List of Sections

Introduction to WebXR and Unity


Technologies Utilized
Unity and WebXR ( Architecture Overview)
Key Components
Challenges Faced
Results & Observations
Future Scope
Conclusion
Introduction to WebXR and Unity
Purpose of the Project:

WebXR: A web API that enables immersive experiences (VR/AR)


directly in web browsers without additional installations.
Unity: A powerful game engine widely used for creating 3D and 2D
games and simulations.
Purpose of the Project:
1. Integrate Unity 3D applications with WebXR.
2. Enable VR/AR experiences on web platforms without native apps.
Technologies Used
A High level Overview of what Technology I used :

Unity Engine: Primary development platform.


WebXR Device API: Facilitates VR/AR experiences in browsers.
WebGL: Renders interactive 3D graphics within browsers.
C# Scripting: Handles application logic within Unity.
JavaScript Bridge: Connects Unity's C# code with the WebXR API.
Browser Support: Chrome, Oculus Browser, Firefox Reality
Architecture Overview
Unity Scene: Developed using Unity's editor.
WebGL Build: Exports the Unity project for web compatibility.
JavaScript Bridge: SimpleWebXR.jslib connects Unity's C# code to the WebXR API.
Browser Execution: Runs the WebGL build, enabling VR/AR experiences directly in the browser.

Unity scene + WebXR runtime


Communication via:
WebXR JavaScript API
SimpleWebXR.cs (C# <-> JS bridge)
WebGL builds serve HTML/JS assets using Unity’s WebGL template system

Breaks an image into [Unity Scene] → [WebGL Build] → [JavaScript Bridge] → [WebXR API] → [Browser Execution]
Key Components
1. SimpleWebXR.cs: Main C# script interfacing with WebXR
functionalities.
2. SimpleWebXR.jslib: JavaScript library bridging Unity and WebXR.
3. Demo Scenes: Located in
SimpleWebXR-Demo/Assets/SimpleWebXR/ Scenes/, showcasing various
WebXR capabilities.
4. MRTK Integration: Enhances Mixed Reality Toolkit with WebXR
support.

5. SimpleWebXR.cs – main handler for WebXR events


Demo scenes: show VR and AR rendering, controller tracking
Input simulation via JS for browser testing
Result and Live Demo

Successful Integration:Unity
applications can now run VR/AR
experiences directly in browsers.
Result and Live Demo

Interactive Demos:Various demos showcase capabilities


like hand tracking, controller input, and spatial interactions.
User Accessibility: Users can access immersive
experiences
Experiment & Implementation
Build in Unity 2020+ with WebGL as
target
Used browser emulator plugin for local
testing
Scenes tested:
Immersive VR on Oculus Browser
AR pass-through on Hololens (limited)
Input mapping: Unity’s XR Input System
translated to WebXR controller schema
Which Model is
Challenges Faced
better
Comparison of ResNet and
Browser Compatibility: Inconsistent WebXR support across different
ViT
browsers and devices.
ViT achieved higher overall
accuracy (90.07%) compared
Performance Issues: Rendering complex scenes in browsers can lead
to ResNet (89.38%).
to performance bottlenecks.
ViT model has better
macro-averaged F1 Score
Debugging Difficulties: Interfacing between C# and JavaScript adds
(90.0%) than ResNet (89.21%).
complexity to debugging processes.
ViT performed more
consistently across all
Limited AR Support: Unity's WebGL build has constraints that affect
classes, especially
AR functionalities. for difficult
categories like Viral
Pneumonia.
ResNet still performed very
strongly for Tuberculosis and
Corona Virus Disease detection
Future Scope
Enhanced AR Features: Expand AR capabilities within Unity's
WebGL builds.
Performance Optimization: Improve rendering efficiency for
complex scenes.
Broader Device Support: Ensure compatibility with a wider range of
devices and browsers.
Community Contributions: Encourage open-source contributions to
further develop the project.
THANK YOU
THANK YOU

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