Deprecated
This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
Note: WebVR API is replaced by WebXR API. WebVR was never ratified as a standard, was implemented and enabled by default in very few browsers and supported a small number of devices.
WebVR provides support for exposing virtual reality devices — for example, head-mounted displays like the Oculus Rift or HTC Vive — to web apps, enabling developers to translate position and movement information from the display into movement around a 3D scene. This has numerous, interesting applications, from virtual product tours and interactive training apps to immersive first-person games.
Any VR devices attached to your computer will be returned by the
method; each one will be represented by a Navigator.getVRDisplays()
object.VRDisplay
is the central interface in the WebVR API — via its properties and methods you can access functionality to:VRDisplay
frame data
for each frame of content you you want to present in a display, and submit those frames for display at a consistent rate.A typical (simple) WebVR app would work like so:
Navigator.getVRDisplays()
is used to get a reference to your VR display.VRDisplay.requestPresent()
is used to start presenting to the VR display.VRDisplay.requestAnimationFrame()
method is used to run the app's rendering loop at the correct refresh rate for the display.VRDisplay.getFrameData()
),VRDisplay.submitFrame()
).In addition, WebVR 1.1 adds a number of events on the
object to allow JavaScript to respond to changes to the status of the display.Window
Note: You can find a lot more out about how the API works in our Using the WebVR API and WebVR Concepts articles.
Using controllers: Combining WebVR with the Gamepad API
Many WebVR hardware setups feature controllers that go along with the headset. These can be used in WebVR apps via the Gamepad API, and specifically the Gamepad Extensions API that adds API features for accessing controller pose, haptic actuators, and more.
Note: Our Using VR controllers with WebVR article explains the basics of how to use VR controllers with WebVR apps.
Represents any VR device supported by this API. It includes generic information such as device IDs and descriptions, as well as methods for
starting to present a VR scene, retrieving eye parameters and display
capabilities, and other important functionality.
Describes the capabilities of a
— it's features can be used to perform VR device capability tests, for example can it return position information.VRDisplay
Represents the event object of WebVR-related events (see the window object extensions listed below).
Represents all the information needed to render a single frame of a VR scene; constructed by
.VRDisplay.getFrameData()
Represents the position state at a given timestamp (which includes orientation, position, velocity, and acceleration.)
Provides access to all the information required to correctly render
a scene for each given eye, including field of view information.
Represents a field of view defined by 4 different degree values describing the view from a center point.
Represents a layer to be presented in a
.VRDisplay
Represents the values describing the the stage area for devices that support room-scale experiences.
Extensions to other interfaces
The WebVR API extends the following APIs, adding the listed features.
Gamepad
Returns the
of the associated VRDisplay.displayId
— the VRDisplay that the gamepad is controlling the displayed scene of.VRDisplay
Navigator
Navigator.activeVRDisplays
Returns an array containing every
object that is currently presenting (VRDisplay
is VRDisplay.ispresenting
true
).Returns a promise that resolves to an array of
objects representing any available VR displays connected to the computer.VRDisplay
Window events
Window.onvrdisplaypresentchange
Represents an event handler that will run when the presenting state of a VR display changes — i.e. goes from presenting to not presenting or vice versa (when the
event fires).vrdisplaypresentchange
Represents an event handler that will run when a compatible VR display has been connected to the computer (when the
event fires).vrdisplayconnect
Represents an event handler that will run when a compatible VR display has been disconnected from the computer (when the
event fires).vrdisplaydisconnect
Represents an event handler that will run when a display is able to be presented to (when the
event fires), for example if an HMD has been moved to bring it out of standby, or woken up by being put on.vrdisplayactivate
Represents an event handler that will run when a display can no longer be presented to (when the
event fires), for example if an HMD has gone into standby or sleep mode due to a period of inactivity.vrdisplaydeactivate
Window.onvrdisplayblur
Represents an event handler that will run when presentation to a display has been paused for some reason by the browser, OS, or VR hardware (when the
event fires) — for example, while the user is interacting with a system menu or browser, to prevent tracking or loss of experience.vrdisplayblur
Represents an event handler that will run when presentation to a display has resumed after being blurred (when the
event fires).vrdisplayfocus
You can find a number of examples at these locations:
Navigator.getVRDisplays