Session, space, layer.
Assemble a WebXR session plan, then inspect which parts exist only after an immersive session owns the renderer. Desktop lifecycle controls are deliberately synthetic and never masquerade as headset evidence.
Preparing WebXR manager, session buttons, reference-space plan, and layer probes...
- mode
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- plan
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- manager
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- session
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- reference
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- base layer
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- binding
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- frames
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{}
The plan is a request configuration, not proof that a device supports every optional feature.
Actual sessionstart/sessionend events are distinct from the desktop simulation buttons.
Base layers, XR bindings, frames, camera textures, and native feature results are session-owned. Outside XR they should remain unavailable or null.
Use ?forceWebGL=1 for the WebGL2 companion. The official layers example uses immersive frame data and WebGL bindings; this route records that boundary without manufacturing a session.