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Why does WebVR require a secure context (https://) in order to run? #7
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One of the better explanations I could find online is from GitHub user @cvan in 2016. He writes:
Full thread is fascinating - quite long but worth the read: immersive-web/webxr#60 (comment) The post terminates with a recipe for quick-and-easy certificate creation, though I don't know if it's more legitimate than our current practice: https://github.com/cvan/webvr-holodeck#local-development |
The problem is that — doesn’t a certificate work on only one IP/machine, in which case this isn’t at all scalable for us as well as 45 students who want to get going and develop on multiple local devices just by doing git pull? —unless this can be automated with an install script. Also, this kind of prevents us from connecting other systems to Metaroom over websocket, which is another big issue. (Do all services that connect need to have TLS?) For example, a major future possibility could be hooking in Chalktalk, but that is definitely not certified. I pushed to master a websocket echo server “thing” that runs at start that, if you change all the “wss”es to “ws”, will work locally. But with the wsses an error is shown and everything proceeds as normal. Anyway, I can flesh-out the communication I need between client and server locally on desktop in insecure ws mode, but my understanding is that this won’t work at all on an external device like the Quest. P.S. It’s entirely possible that my code is wrong too. I thought this should work for localhost regardless. hmm |
The comment I shared was with regard to webvr (though the issue was on the webxr tracker - weird). Neither the WebVR nor WebXR spec explicitly mention HTTPS or TLS is in the WebXR/WebVR spec. Huh. |
Sure thing, I'll see what I can do. I'll check in after work (~11pm EST). |
EDIT: just saw your reply. Thanks! It’s all very confusing. |
<Let's have a discussion in the comments down below.>
/cc @KTRosenberg
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