Browser on Oculus Go

jwebb-2478
Community Member Posts: 5
Hi
I have produced a series of 360 still and video experiences using Cenario. They work well on the desktop via my client's LMS but when I try to open them on the headset browser they won't properly make the 360 sphere.
Also sometimes they bring up a message about 'Motion and orientation' but this goes away if I switch between mobile and desktop version in the headset browser.
When I tested this a few months ago it worked without problem and would select 360 mode but now it's not working any more.
Does anyone know please a way to fix this?
I have produced a series of 360 still and video experiences using Cenario. They work well on the desktop via my client's LMS but when I try to open them on the headset browser they won't properly make the 360 sphere.
Also sometimes they bring up a message about 'Motion and orientation' but this goes away if I switch between mobile and desktop version in the headset browser.
When I tested this a few months ago it worked without problem and would select 360 mode but now it's not working any more.
Does anyone know please a way to fix this?
Comments
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All supported headsets, including the Oculus Go, have native CenarioVR apps that allow you to run the content and fully utilize the controllers in the 360 environment. Just check the store in the Oculus Go for CenarioVR.
This enables you to work with content published to CenarioVR. -
Hi
Thanks for your help which I really appreciate.
I know about the app, but I don't want to use the app as I am hosting on the client's LMS so I want to do it through the Browser.
Is the issue that the software doesn't support WebXR only WebVR? It was definitely working before and Google recently stopped supporting WebVR.
Also on a second point, I don't know if you can help, but if I did persuade the client to use the app instead, does this mean that the client will need to pay an ongoing licence cost and is this the same as the cost for full authoring or is there a 'hosting only' cost?
Thanks!!
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Shot in the dark, Joanna, but have you tried Firefox WebVR on the Oculus headset? (I haven't, but it's on my "to do" list.)
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For the headsets, we don't really look at use on the in headset browsers, as we concentrate on the native apps themselves.
However we can take a look to see if the experience on the headset browser can be improved, it just won't ever be as good as using the app which gives you the full capabilities of the device.
For the second part of your question, the answer is, "it depends". With your authoring licence, you get 250 named viewer licences, so if your client has a smaller number of people that want to take the content, you could have them take it as users in your organization. If they do get their own licence (which yes, does come with a minimum of one authoring licence but then can have as many users tied to it as you want), they can then take advantage of the analytics they get from their users as they take the experiences.
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