- Download Chrome Canary on your mobile device.
- Enjoy WebVR content!
Note: Any WebVR site you visit must be already enrolled in the WebVR Origin Trial and contain a
<meta> tag or HTTP response header with a valid Origin Trial token.
These known issues apply to the latest published build. Where applicable, the detailed release notes below will list when historic known issues were fixed.
- Warning: Until the stability of WebVR improves (soon in upcoming releases), we recommend avoiding use of WebVR in Chrome for Android and Chrome Canary.
- Note: Any WebVR site you visit must be already enrolled in the WebVR Origin Trial and contain a
<meta>tag or HTTP response header with a valid Origin Trial token.
- There is no installer for the experimental
.apkbuilds of Chromium for Android.
- Warning: Do not use the “Skip VR entry screens” setting in Daydream’s Developer options. It can cause a black screen or inconsistent behavior when trying to enter VR, for example when the controller firmware is out of date. As an alternative, you can double-tap the “Place your phone into the Daydream headset” screen to bypass it.
- Currently only works with Daydream-ready devices, though it can be used in either Daydream or Cardboard mode on those devices (depending on your configured viewer).
- Content is being rendered at ≈1000×1200 per eye on a Pixel XL, significantly lower than that of the 1:1 render resolution of 1803×2268. (The default render resolution is going to change in the future; consider implementing dynamic-resolution scaling to tune performance. You can also choose to set the
<canvas>size to larger or smaller than that of the recommended render resolution during initialization.)
- The Nexus 6P may work adequately as a developer-preview experience, but the phone is slower than that of the Pixel phones, and the Nexus 6P may degrade in performance during extended VR use due to thermal throttling. It is not representative of the performance of Daydream-ready devices.
- Modifying the
<canvas>GL context or content after
VRDisplay#submitFramemay cause corrupted frames, among other issues. Please wait for the next
VRDisplay#requestAnimationFramecallback before doing so. Also, check the
VRDisplayCapabilities#hasExternalDisplayproperty to know when to disable display mirroring (and, if
false, any features that reuse the