The goal of the Wolvic project is to create a full-featured browser exclusively AR and VR headsets.
You can find us in wolvic.com, Mastodon @WolvicXR, Twitter @wolvicxr, and at info@wolvic.com.
Want to learn more about Wolvic? Read our FAQ!
For more info on localization, how it works in the Wolvic XR project, and how to correctly edit localizable text in the application, please see our localization wiki page.
By default Wolvic will try to download prebuilt GeckoView libraries from Mozilla's maven repositories. Note that after PR #70 WebXR sessions won't work with those images because that PR introduced a change in the GeckoView protocol that is only available in the
wolvic_release
branch from this repository. For additional details on how to use a local GeckoView build check this section
UPDATE: use
FIREFOX_103_0_2_RELEASE
instead ofwolvic_release
after PR #256.
Clone Wolvic.
git clone git@github.com:Igalia/wolvic.git
cd wolvic
Clone the third-party repo.
If you're developing for the Oculus, Huawei, Pico, or VIVE, you need to clone the repo with third-party SDK files.
git clone https://github.com/Igalia/wolvic-third-parties.git third_party
This repo is only available to Igalia members. If you have access to the relevant SDK but not this repo, you can manually place them here:
third_party/ovr_mobile/
for Oculus (should contain aVrApi
folder)third_party/OVRPlatformSDK/
for Oculus (should contain aAndroid
andinclude
folders)third_party/ovr_openxr_mobile_sdk/
for Oculus (should contain anOpenXR
folder)third_party/hvr/
for Huawei (should containarm64-v8a
,armeabi-v7a
andinclude
folders)third_party/wavesdk/
for Vive (should contain abuild
folder, among other things)third_party/picoxr
Pico OpenXR Mobile SDK (should containinclude
andlibs
folders, among other things that are not necessary for Wolvic)third_party/lynx
for Lynx(should contain aloader-release.aar
file)third_party/snapdragon-spaces
for Snapdragon Spaces(should containlibopenxr_loader.aar
andqxrclients.aar
files)third_party/OpenXR-SDK/
OpenXR-SDK (should contain aninclude
folder)
The repo in third_party
can be updated like so:
pushd third_party && git fetch && git checkout main && git rebase origin/main && popd
Fetch Git submodules.
You may need to set up two-factor authentication for the command line.
git submodule update --init --recursive
You can build for different devices:
oculusvr
: Oculus Questhvr
: Huawei VR Glasseswavevr
: VIVE Focuspicoxr
: Pico 4 and (untested) Pico Neo 3lynx
: Lynx R1spaces
: Lenovo A3
For testing on a non-VR device:
noapi
: Runs on standard Android phones without a headset
Building for Oculus Mobile, Huawei and WaveVR requires access to their respective SDKs which are not included in this repo.
The command line version of gradlew
requires JDK 11. If you see an error that Gradle doesn't understand your Java version, check which version of you're using by running java -showversion
or java -version
. You're probably using and older JDK, which won't work.
Open the project with Android Studio then build and run it. Depending on what you already have installed in Android Studio, the build may fail and then may prompt you to install dependencies. Just keep doing as it suggests. To select the device to build for, go to Tool Windows > Build Variants
and select a build variant corresponding to your device.
If you want to build Wolvic for WaveVR SDK:
Download the VIVE Wave SDK from the VIVE Developer Resources, and unzip it. Then, from the top-level project directory, run:
mkdir -p third_party/wavesdk
cp /path/to/the/sdk/2.0.32/SDK/libs/wvr_client.aar third_party/wavesdk
cp ./extra/wavesdk/build.gradle ./third_party/wavesdk
Make certain to set the build flavor to wavevrDebug
in Android Studio before building the project.
You might be interested in building this project against local versions of some of the dependencies. This could be done either by using a local maven repository (quite cumbersome), or via Gradle's dependency substitutions (not at all cumbersome!).
Currently, the substitution flow is streamlined for some of the core dependencies via configuration flags in local.properties
. You can build against a local checkout of the following dependencies by specifying their local paths:
- GeckoView, specifying its path via
dependencySubstitutions.geckoviewTopsrcdir=/path/to/mozilla-central
(and, optionally,dependencySubstitutions.geckoviewTopobjdir=/path/to/topobjdir
). See Bug 1533465.- This assumes that you have built, packaged, and published your local GeckoView -- but don't worry, the dependency substitution script has the latest instructions for doing that.
- If you want to build for different architectures at the same time, you can specify the aarch64 path via
dependencySubstitutions.geckoviewTopobjdir
while the x86_64 path viadependencySubstitutions.geckoviewTopobjdirX64
Do not forget to run a Gradle sync in Android Studio after changing local.properties
. If you specified any substitutions, they will be reflected in the modules list, and you'll be able to modify them from a single Android Studio window.
You can enable a dev applicationID sufix to install both dev and production builds simultaneously. You just need to add this property to your user.properties
file:
simultaneousDevProduction=true
Local release builds can be useful to measure performance or debug issues only happening in release builds. Insead of dealing with release keys you can make the testing easier just adding this property to your user.properties
file:
useDebugSigningOnRelease=true
Note: the release APKs generated with a debug keystore can't be used for production.
ETC2 compression is used to improve performance and memory usage. Raw assets are placed in the uncompressed_assets
folder. You can generate the compressed textures using the compressor utility in tools/compressor
. You need to set up etc2comp and make it available on your PATH before running the script. Run this command to generate the compressed assets:
cd tools/compressor
npm install
npm run compress
You can enable OpenXR API for Oculus by adding this property to your user.properties
file:
openxr=true
Enable USB Remote Debugging on the device.
Restart Wolvic XR and close and re-open the WebIDE page.
- If you're not on the latest version, update Android Studio from
Android Studio > Check for Updates…
. - Run
File > Sync Project with Gradle Files
.
- When using the native debugger you can ignore the first SIGSEGV: address access protected stop in GV thread. It's not a crash; you can click Resume to continue debugging.
- On some platforms such as Oculus Go the native debugger stops on each input event. You can set this LLDB post-attach command in Android Studio to fix the problem:
pro hand -p true -s false SIGILL
- You can use
adb shell am start -a android.intent.action.VIEW -d "https://aframe.io" com.igalia.wolvic/com.igalia.wolvic.VRBrowserActivity
to load a URL from the command line - You can use
adb shell am start -a android.intent.action.VIEW -n com.igalia.wolvic/com.igalia.wolvic.VRBrowserActivity -e homepage "https://example.com"
to override the homepage - You can use
adb shell setprop debug.oculus.enableVideoCapture 1
to record a video on the Oculus Go. Remember to runadb shell setprop debug.oculus.enableVideoCapture 0
to stop recording the video.- You can also record videos on the Oculus Go by exiting to the system library, and from the Oculus tray menu (toggle with the Oculus button on the controller):
Sharing > Record Video
- You can also record videos on the Oculus Go by exiting to the system library, and from the Oculus tray menu (toggle with the Oculus button on the controller):
- You can set
disableCrashRestart=true
in the gradleuser.properties
to disable app relaunch on crash.