Using the default XR engine

sparcl is currently built around the WebXR immersive-ar module. As this specification is still under development, sparcl can’t currently be used for an end user facing application.

This is why we aim to keep WebXR specific code separate from the main code. The Viewer acts like a controller to make this work. A fallback XR engine for devices not supporting WebXR is already in sight. Work on this might start sooner or later.

So far, the separation is there, but there is no specific ‘API’ between the Viewer and an XR engine. This will likely be worked on when the fallback XR engine is available.

When you try this feature and run into problems, feel free to let us know.

As always, please share you feedback with us. Pull requests are more than welcome.