Immersive Web Working Group Calls
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Event details

Date:
Pacific Daylight Time
Status:
Confirmed
Repeats:
Every 4 weeks on Tuesday, starting from 5 March 2024, until 23 July 2024
Overview of the recurring event
Groups:
Immersive Web Working Group ( View calendar)

Agenda

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Call Agenda

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After talking to our people working on depth sensing, we potentially need another change to the interface and we might need update to how occlusion is implemented.
I invited one of the engineers to come talk to us during a weekly call

discuss needed changes to depth sensing spec + implementation

Hm... this is a bit more complex that it may appear at first.

For the record the text from the "Navigator" section has been in this repo since commit #1, so there's no obvious paper trail as to the discussion that led to it. The other text was merged in #49, which points to #19, which also is unfortunately light on discussion but at least provides some context: Browsers wanted to ability to use controllers as more traditional gamepads for non-XR content. The group agreed that this was a good idea and the text was added to support that use case.

The complication comes from this: Yes, you can show XR controllers as standard gamepads if the user agent wants to. But can you have them in the gamepads array AND as an XRInputSource on an active session at the same time? I'm inclined to say no, and I think that's what this (admittedly confusing) apparent text contradiction is trying to say.

When the text says "An XRInputSource's associated Gamepad MAY be exposed via navigator.getGamepads()" I think it's using "XRInputSource" not necessarily as an actual XRInputSource instance attached to an XRSession but as a more abstract "Input source for an XR device that may be exposed as an XRInputSource instance at some point." (Yes, that's confusing. I blame myself.) It would make sense to me to say that a controller can be exposed as a typical gamepad if the UA wants up until an XRSession is started. If the controller then shows up as an input source for that session it MUST NOT appear in the normal gamepad list until the session has ended. That way we avoid getting accidental double-processing of inputs and it's very clear which interfaces developers should be looking to in order to handle XR input.

That being said, this obviously needs some clearer text all around, and regardless of my speculating above I think the more important consideration at this point is what are implementations currently doing and how might existing content break if we make changes here. As such I think this is a great topic for our next meeting.

Re-framed the scope of what a declarative element being managed directly by the user agent actually has the ability to achieve!

Added the examples already sketched out in the document and added some more based on a tentative approach to MVP functionality.

I think the intent WAS for this to be an optimization. It's worth discussing with the larger group, so queuing this topic up for a future call.

Remind to Sign up link: https://www.w3.org/2024/09/TPAC/

A reference space even is supposed to have a event that fires if it is reset (ie by holding down the meta button on quest).
This event has a transform that indicates the delta pose between the previous space.

Immersive Web Working Group Teleconference - 2024-07-23

<table> <tr><td> San Francisco (U.S.A. - California) <td> Tuesday, July 23 at 12:00 PM PDT <tr><td> Boston (U.S.A. - Massachusetts) <td> Tuesday, July 23 at 3:00 PM EDT <tr><td> London (United Kingdom - England) <td> Tuesday, July 23 at 8:00 PM GMT+1 <tr><td> Paris (France) <td> Tuesday, July 23 at 9:00 PM GMT+2 <tr><td> Tokyo (Japan) <td> Wednesday, July 24 at 4:00 AM GMT+9 <tr><td> Corresponding UTC (GMT) <td> Tuesday, July 23 at 7:00 PM UTC </table>

Logistics

Chair: Ada Rose Cannon

Scribe:

IRC: irc.w3.org:6667 #immersive-web Instructions

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