Hey, If you have a Rokid ARLite, it comes with JSAR by default and can be used directly. For other AOSP-based devices, such as the Meta Quest, you may need to use the JSAR SDK to develop a new Unity applications yourself: https://m-creativelab.github.io/jsar-runtime/manual/referenc...
I'm still rather baffled. It's an immersive/spatial browser but it only runs on a Mac desktop and an AR headset I've never heard of. Can you see why people might be confused?
You're absolutely right - the current situation of this project can indeed be confusing. Thank you for bringing this up! Would you mind sharing which XR devices you'd ideally like to see JSAR support? I'd be happy to prioritize building a compatible version for your preferred platform in my roadmap.
Actually, on our own AR devices, JSAR uses OpenXR to enable mixed rendering of web content and Unity scenes together. JSAR itself is a browser engine library, and it currently works in any AOSP + GLES3 environment (which should cover most devices except Vision Pro and Windows). However, I haven’t built a full browser app specifically for mainstream VR devices like the Meta Quest, as the project’s main focus right now is on implementing missing web standards.
Currently, JSAR supports rendering WebXR content along with basic Input Sources (including Hand Tracking on XR devices).
Thank you for the recommendation! After having experienced RP1, it appears to be a large-scale web spatial application. I believe JSAR could potentially integrate other WebXR content within environments like RP1's expansive space - which would be quite fascinating. However, to run within JSAR, RP1 would need to support OVR_multiview rendering.
there is an active WebXR discord server you might get some feedback there too (I posted your project on cool finds channel btw ;) : https://discord.gg/xGKhKhSrDX