Only the click event was stopped, but players and lightboxes often act on pointerdown/mousedown/pointerup/mouseup and paused the video or closed. Swallow every event of that gesture over the video at the window capture phase, and start VR on pointerdown, the first event Chrome accepts as user activation (touchend for touch). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
video2webxr
A Chromium extension that plays web videos in your PC VR headset through WebXR, using https://threejs.org/
- YouTube: 360°, VR180 and 3D videos, via a cardboard icon in the player
- Other sites: any non-DRM video, via the extension's toolbar button
Install
- Install a Chromium based browser - Chrome, Edge, Brave etc.
- Download
video2webxr-<version>.zipfrom the latest release and unzip it to a folder - Open the extensions page in the browser and enable developer mode
- Click "Load Unpacked" and choose the folder
Usage
- Turn VR on first (e.g. start SteamVR)
- Start a new browser so that it detects the hardware
On YouTube
- Open a 360° or VR180 video, e.g. on https://www.youtube.com/vr/
- Click on the white cardboard icon in the bottom right hand corner of the video
- Pick the video's projection in the dropdown next to the "Enter VR" button
- Click on the "Enter VR" button below the video
On other sites
- Start playing the video
- Click the video2webxr button in the browser toolbar (pin it from the extensions menu)
- Pick the projection in the popup (defaults to 180° 3D side by side; your choice is remembered) and click "Enter VR"
- Click the video in the page to enter VR. Browsers only start VR from a click in the page itself, so this step can't be skipped
- Open the popup again to change the projection while in VR, or click "Stop"
The page itself gets no extra controls, so video lightboxes and overlays keep working.
Projections
| Projection | Use it for |
|---|---|
| 360° EAC (YouTube default) | 360° videos on YouTube - this is how YouTube serves them on desktop |
| 360° EAC 3D | 3D 360° videos served as stereo EAC |
| 360° cubemap | videos in a plain 3x2 cubemap layout |
| 360° equirectangular | 360° videos served as a single equirectangular image (2:1) |
| 360° 3D top/bottom, side by side | 3D equirectangular 360° videos |
| 180° | VR180 videos on YouTube, and other mono 180° videos |
| 180° 3D side by side (other sites' default) | 3D 180° videos with both eyes side by side, the most common VR video format |
| Flat screen | normal videos, shown on a virtual screen in front of you |
You can switch the projection while in VR. If the image looks jumbled into squares, try a 360° EAC option; if it looks stretched or doubled, try the others.
Limitations
- DRM-protected videos (Netflix, Prime Video, Disney+ etc.) can't be shown: the browser won't hand protected frames to WebGL
- Videos served from another domain without CORS headers can't be read by WebGL either; the extension retries with CORS turned on and tells you if that doesn't work
- On other sites the toolbar button can only reach videos in the page itself and in same-site frames
- The Steam Frame's built-in browser doesn't work with it yet; see saphid/chromium-webxr-steam-frame for a community workaround
Troubleshooting
If "Enter VR" says "VR NOT SUPPORTED", the browser hasn't found your headset:
- Make sure SteamVR is running and the headset is connected
- Set "WebXR runtime" to OpenXR at
chrome://flags/#webxr-runtimeand restart the browser
If clicking the video doesn't enter VR, close other browser windows that use the headset; only one browser can be in VR at a time. The popup shows why the last attempt failed.
If you don't see the white cardboard icon in the bottom right hand corner of a YouTube video then the extension is not installed or disabled
Development
Sources are in src/: youtube.js (YouTube integration), generic.js (toolbar button on other sites), vr-player.js (the shared WebXR player) and background.js (the service worker).
npm install
npm run build # builds the extension into dist/
npm run watch # unminified with source maps, rebuilt on change
Load dist/ unpacked in the browser. npm run check lints and checks formatting with Biome, and npm run fix applies fixes; CI fails on either.
Commit messages follow Conventional Commits: feat:, fix:, perf:, refactor:, docs:, build:, ci:, style:, chore:, test:, optionally with a scope (feat(youtube): ...). Release notes are generated from them with git-cliff; npm run changelog previews the notes for unreleased commits.
Releasing
Bump version in manifest.json and package.json, commit (chore: release 2.1.0), then push a matching tag: git tag v2.1.0 && git push origin v2.1.0. GitHub Actions builds the zip and publishes the release with the generated notes.
Credits
- Based on EnableYoutubePCVR by feedthedogs (ISC)
- Cardboard icon from Tabler Icons (MIT)
- Rendering by three.js (MIT)
