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WebXR basics for VR games

WebXR brings VR and AR to the browser. Players can experience your game in a headset without downloading anything.

1) Check WebXR support

js
async function checkXRSupport() {
  if (!navigator.xr) {
    return { vr: false, ar: false }
  }
  
  const vr = await navigator.xr.isSessionSupported('immersive-vr')
  const ar = await navigator.xr.isSessionSupported('immersive-ar')
  
  return { vr, ar }
}

// Usage
const support = await checkXRSupport()
if (support.vr) {
  showVRButton()
}

2) Starting a VR session

js
let xrSession = null
let xrRefSpace = null

async function startVR() {
  try {
    xrSession = await navigator.xr.requestSession('immersive-vr', {
      requiredFeatures: ['local-floor'],
      optionalFeatures: ['hand-tracking'],
    })
    
    xrSession.addEventListener('end', onSessionEnd)
    
    // Set up rendering
    const gl = canvas.getContext('webgl2', { xrCompatible: true })
    await xrSession.updateRenderState({
      baseLayer: new XRWebGLLayer(xrSession, gl),
    })
    
    // Get reference space
    xrRefSpace = await xrSession.requestReferenceSpace('local-floor')
    
    // Start render loop
    xrSession.requestAnimationFrame(onXRFrame)
  } catch (err) {
    console.error('Failed to start VR:', err)
  }
}

function onSessionEnd() {
  xrSession = null
  xrRefSpace = null
}

3) The XR render loop

js
function onXRFrame(time, frame) {
  const session = frame.session
  session.requestAnimationFrame(onXRFrame)
  
  const pose = frame.getViewerPose(xrRefSpace)
  if (!pose) return
  
  const glLayer = session.renderState.baseLayer
  gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer)
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  
  // Render for each eye
  for (const view of pose.views) {
    const viewport = glLayer.getViewport(view)
    gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height)
    
    // Get camera matrices
    const viewMatrix = view.transform.inverse.matrix
    const projectionMatrix = view.projectionMatrix
    
    // Render scene with these matrices
    renderScene(viewMatrix, projectionMatrix)
  }
}

4) Input sources (controllers)

js
xrSession.addEventListener('inputsourceschange', (e) => {
  for (const source of e.added) {
    console.log('Controller added:', source.handedness) // 'left' or 'right'
  }
  for (const source of e.removed) {
    console.log('Controller removed:', source.handedness)
  }
})

function processInput(frame) {
  for (const source of xrSession.inputSources) {
    if (!source.gamepad) continue
    
    const gamepad = source.gamepad
    
    // Trigger (usually index 0)
    const triggerPressed = gamepad.buttons[0]?.pressed
    const triggerValue = gamepad.buttons[0]?.value || 0
    
    // Grip (usually index 1)
    const gripPressed = gamepad.buttons[1]?.pressed
    
    // Thumbstick
    const thumbstickX = gamepad.axes[2] || 0
    const thumbstickY = gamepad.axes[3] || 0
    
    // A/B buttons (index 4, 5)
    const buttonA = gamepad.buttons[4]?.pressed
    const buttonB = gamepad.buttons[5]?.pressed
  }
}

Don't assume every device has a gamepad

The code above reads source.gamepad for triggers and thumbsticks. That works on controller headsets like Meta Quest, but it does nothing on Apple Vision Pro (WebXR is on by default in visionOS 2 Safari) or Samsung Galaxy XR and other Android XR devices, where the primary input is gaze-and-pinch or hand tracking. On those headsets source.gamepad is null and session.inputSources stays empty until the user actually pinches.

For the one interaction every device guarantees, the "primary action," listen for the select events instead of polling buttons. WebXR delivers selectstart, select, and selectend for a controller trigger, a hand pinch, and a Vision Pro gaze-and-pinch alike, so a single handler covers all of them:

js
xrSession.addEventListener('selectstart', (e) => {
  // e.inputSource is the controller, hand, or transient pinch
  // e.frame lets you read its targetRaySpace pose
})
xrSession.addEventListener('select', (e) => {
  // primary action completed (trigger pulled, pinch released on target)
})
xrSession.addEventListener('selectend', (e) => {})

Keep the gamepad code for thumbstick locomotion and extra buttons on controller headsets, but gate it behind if (source.gamepad) and route your core "select/grab/activate" interaction through these events so the game still works on hand- and gaze-driven devices.

5) Controller positions

js
function getControllerPose(frame, source) {
  if (!source.gripSpace) return null
  
  const pose = frame.getPose(source.gripSpace, xrRefSpace)
  if (!pose) return null
  
  return {
    position: pose.transform.position,
    orientation: pose.transform.orientation,
    matrix: pose.transform.matrix,
  }
}

function renderControllers(frame) {
  for (const source of xrSession.inputSources) {
    const pose = getControllerPose(frame, source)
    if (pose) {
      renderControllerModel(pose, source.handedness)
    }
  }
}

6) Ray casting for pointing

js
function getControllerRay(frame, source) {
  if (!source.targetRaySpace) return null
  
  const pose = frame.getPose(source.targetRaySpace, xrRefSpace)
  if (!pose) return null
  
  const origin = pose.transform.position
  const direction = {
    x: -pose.transform.matrix[8],
    y: -pose.transform.matrix[9],
    z: -pose.transform.matrix[10],
  }
  
  return { origin, direction }
}

function checkRayIntersection(ray, objects) {
  let closest = null
  let closestDist = Infinity
  
  for (const obj of objects) {
    const dist = rayIntersectBox(ray, obj.boundingBox)
    if (dist !== null && dist < closestDist) {
      closest = obj
      closestDist = dist
    }
  }
  
  return closest
}

7) Teleportation locomotion

js
class TeleportSystem {
  constructor() {
    this.targetPosition = null
    this.isAiming = false
  }
  
  update(frame, inputSources) {
    for (const source of inputSources) {
      if (source.handedness !== 'left') continue
      
      const gamepad = source.gamepad
      const thumbstickY = gamepad?.axes[3] || 0
      
      if (thumbstickY < -0.5) {
        // Aiming
        this.isAiming = true
        const ray = getControllerRay(frame, source)
        this.targetPosition = this.findTeleportTarget(ray)
      } else if (this.isAiming) {
        // Release - teleport
        if (this.targetPosition) {
          player.position.x = this.targetPosition.x
          player.position.z = this.targetPosition.z
        }
        this.isAiming = false
        this.targetPosition = null
      }
    }
  }
  
  findTeleportTarget(ray) {
    // Intersect with ground plane
    if (ray.direction.y >= 0) return null
    
    const t = -ray.origin.y / ray.direction.y
    if (t < 0 || t > 10) return null
    
    return {
      x: ray.origin.x + ray.direction.x * t,
      y: 0,
      z: ray.origin.z + ray.direction.z * t,
    }
  }
  
  render() {
    if (this.isAiming && this.targetPosition) {
      renderTeleportMarker(this.targetPosition)
    }
  }
}

8) Smooth locomotion

js
function updateSmoothLocomotion(frame, inputSources, dt) {
  for (const source of inputSources) {
    if (source.handedness !== 'left') continue
    
    const gamepad = source.gamepad
    if (!gamepad) continue
    
    const moveX = gamepad.axes[2] || 0
    const moveY = gamepad.axes[3] || 0
    
    // Apply deadzone
    if (Math.abs(moveX) < 0.1) moveX = 0
    if (Math.abs(moveY) < 0.1) moveY = 0
    
    // Get head direction for movement
    const pose = frame.getViewerPose(xrRefSpace)
    if (!pose) continue
    
    const headMatrix = pose.transform.matrix
    const forward = { x: -headMatrix[8], z: -headMatrix[10] }
    const right = { x: headMatrix[0], z: headMatrix[2] }
    
    // Normalize to XZ plane
    const len = Math.sqrt(forward.x ** 2 + forward.z ** 2)
    forward.x /= len
    forward.z /= len
    
    const speed = 3 * dt
    player.position.x += (forward.x * -moveY + right.x * moveX) * speed
    player.position.z += (forward.z * -moveY + right.z * moveX) * speed
  }
}

9) VR comfort guidelines

js
// Vignette during movement to reduce motion sickness
function renderComfortVignette(movementSpeed) {
  const intensity = Math.min(movementSpeed / 5, 0.5)
  if (intensity < 0.1) return
  
  // Render dark edges that increase with speed
  renderVignette(intensity)
}

// Snap turning
let snapTurnCooldown = 0

function handleSnapTurn(gamepad, dt) {
  snapTurnCooldown -= dt
  
  const thumbstickX = gamepad.axes[2] || 0
  
  if (Math.abs(thumbstickX) > 0.7 && snapTurnCooldown <= 0) {
    const angle = Math.sign(thumbstickX) * (Math.PI / 4) // 45 degrees
    player.rotation += angle
    snapTurnCooldown = 0.3 // Prevent rapid turns
  }
}

10) Complete WebXR setup

js
class VRGame {
  constructor(canvas) {
    this.canvas = canvas
    this.gl = canvas.getContext('webgl2', { xrCompatible: true })
    this.session = null
    this.refSpace = null
    this.teleport = new TeleportSystem()
  }
  
  async checkSupport() {
    if (!navigator.xr) return false
    return await navigator.xr.isSessionSupported('immersive-vr')
  }
  
  async start() {
    this.session = await navigator.xr.requestSession('immersive-vr', {
      requiredFeatures: ['local-floor'],
    })
    
    await this.session.updateRenderState({
      baseLayer: new XRWebGLLayer(this.session, this.gl),
    })
    
    this.refSpace = await this.session.requestReferenceSpace('local-floor')
    this.session.addEventListener('end', () => this.onEnd())
    this.session.requestAnimationFrame((t, f) => this.onFrame(t, f))
  }
  
  onFrame(time, frame) {
    this.session.requestAnimationFrame((t, f) => this.onFrame(t, f))
    
    const dt = (time - this.lastTime) / 1000
    this.lastTime = time
    
    // Update game logic
    this.teleport.update(frame, this.session.inputSources)
    
    // Render
    const pose = frame.getViewerPose(this.refSpace)
    if (!pose) return
    
    const glLayer = this.session.renderState.baseLayer
    this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, glLayer.framebuffer)
    this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT)
    
    for (const view of pose.views) {
      const vp = glLayer.getViewport(view)
      this.gl.viewport(vp.x, vp.y, vp.width, vp.height)
      this.render(view.transform.inverse.matrix, view.projectionMatrix)
    }
    
    this.teleport.render()
  }
  
  render(viewMatrix, projectionMatrix) {
    // Your rendering code here
  }
  
  onEnd() {
    this.session = null
  }
}

External Resources