How does a browser know where a VR headset—and its controllers—are? WebVR defines a JavaScript API for displaying VR and receiving their position and rotation input. Browsers implement the API; headset and controller support depends on the browser and device. section 15.2
WebVR was an emerging standard already being superseded by WebXR, a name intended to include augmented reality and other immersive experiences. Treat browser and device support as something to check, not assume. section 15.2
Listing 15.2. A-Frame hello WebVR scene
<html>
<head>
<title>Hello, WebVR! • A-Frame</title>
<script src="aframe.min.js"></script> #1
</head>
<body>
<a-scene background="color: #ECECEC"> #2
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9" shadow>
</a-box> #3
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E" shadow>
</a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color=
"#FFC65D" shadow></a-cylinder>
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4"
color="#7BC8A4" shadow></a-plane>
</a-scene>
</body>
</html>
The A-Frame scene is a small markup-based starting point for exploring VR: an <a-scene> contains a box, sphere, cylinder, and plane. It demonstrates scene creation, not a direct WebVR API implementation. section 15.2
