Getting Started

The Carmel Developer Preview is available through the Oculus Gear VR store section.

Launching Carmel will drop you into a WebVR-based built-in gallery where you can find a collection of WebVR samples created by Oculus and third party developers. We will continue to update and add samples to the Online Gallery so check back often.

The Carmel Developer Preview does have some important limitations. You will notice the lack of an address bar and history based user experience. We designed this software to be used only within VR and with WebVR content to give developers an early sandbox. Existing 2D web content can not be displayed yet. We believe this is the best trade-off to deliver this enabling technology to developers as quickly as possible.

Launching Your Own WebVR Experiences

To test your own WebVR projects, use the ovrweb browsable intent scheme from any browser on Android. For more information, see Launching Your Content.

Debugging Your Experiences

Because Carmel is based on Chromium you can use Chrome's remote debugging feature to target your Android device. This lets you access all of your familiar tools including the console, timeline, profiler, DOM viewer, access to the address bar, and refresh features.

If you have not set up your device or have never connected your Android phone to your development machine, see Debugging Your Content.

Alternatively, most experiences can be debugged before you ever launch the Carmel Developer Preview. Here are some quick tips to debugging your experience locally before you enter VR:

  • Know how to set up your camera to match that of your device. This means figuring out a common eye buffer size and field of view. We recommend using a 90 degree field of view and a buffer size of 1024 by 1024 (a single eye).
  • You only need to render one eye, but have an adjustment so you can pick which eye to render. This can allow you to swap between the left and right eye and look for bugs. Alternatively render both eyes.
  • Mouse and Device Orientation can be used to mimic head orientation so you can change your view dynamically as well. Expect that first generation frameworks with WebVR support will bake these interaction features in.

What's Next?

Now, with a WebVR capable device in hand, the easiest way to start developing for the VR Web is to start building on top of WebGL or the WebGL framework of your choice. These experiences will run on most devices and will be very easy to enhance for use by the WebVR APIs.

At OC3 we announced we were working on React VR, a new platform target for React that will be available soon. With React VR you will be able to use a React based model with a powerful set of predefined UI components to build the next generation of user experiences that look great in both VR and also gracefully fall back to running in your existing browser.

In addition, please check out our Carmel Starter Kit Samples where we walk you through the basics of detecting devices, requesting presentation, and rendering in stereo.

Our next major milestone for the Carmel Developer Preview is to develop it into a complete browser capable of navigating not just VR content but also all existing 2D content. This is a step we are taking alongside of all of our partners at Google, Microsoft, and Mozilla who are also working hard on delivering this key milestone for the web. We are excited to be working towards this milestone with a focus on standards, security, and user experience.

For more information please see the other documentation. And if you have any questions or would like to report any issues please contact us through the feedback form.