Firefox in Unreal in Firefox in Unity in Firefox...
"Please use the original title, unless it is misleading or linkbait; don't editorialize."
Post titles need more context than the original article title because posting to HN strips out most of that original context.
Yes, rendering HTML/CSS using solely Unity's backend is problematic at best.
For the Unreal Engine though it is perfectly feasible.
Here is Sciter Engine (HTML/CSS/script) rendered directly into DirectX scene: https://sciter.com/see-sciter-lite-unreal-engine-in-theaters... using Sciter's DX rendering backend.
there is also this which allows multiple windows within unity (there's a demo you can try): https://zenfulcrum.com/browser
+1 for this; couldn't agree more
It enabled a lot of easy 'shared experiences'. eg: Watching a live video stream of an event with people, or group presentations etc.
Sounds like Unity has changed enough under the hood that the technique I used (calling gl_bind() behind Unity's back, using the texture ID you pass in, to basically write to the texture Unity is using for your mesh) no longer works.
I recently updated it to use Chromium 81 and would have updated it to the most recent version (84) if there weren't some non-trivial changes needed to make video/audio streaming work again.
It's what we use in Second Life and would welcome other users' comments to help improve it.
Oculus Rift has in game browser built into their OS. In any game and any time I can pull up a browser in VR (or any desktop app). Pin a walkthru up. Pin up video chat with a friend.
It seems like browser in VR would be better served at an OS level. The OS could provide a way for the app to request VR be placed in the scene. Ideally it happens in a way the app can't look at the screen since a game shouldn't be able to look at the contents of your browser window.
I don't think this is necessary. You should be able to make Texture objects that ref existing native textures in Unity and I've been able to use OES_EGL_image_external extensions to sample Android decoded video textures sampled from Unity shaders.
Its not the most widely available option but the perf is much better.
So much of what the folks around Rust have done is really the systematic and pervasive application of science. A shining example of what humans are capable of.