Hi team,
Since early Saturday Aug 22, AR sessions on Android show heavy smearing:
the WebGL layer is never cleared between frames, so everything drawn
accumulates on screen. The camera passthrough itself renders correctly —
only the rendered 3D layer piles up. The AR reticle leaves a trail of
overlapping rings as I move the phone (see screenshots).
BROKEN: https://mushroom-house.netlify.app/
WORKING: https://halloween-ar-01.netlify.app/
Both are old builds. I have not touched either project since deploying
them. The mushroom one worked fine until Saturday and then started
failing on its own.
Environment
- Needle Engine 5.1.4 (both builds report this in the console)
- Unity 6000.3.7f1, Universal 3D (URP) template
- Android phone (bought one week ago), Chrome
- iPhone via App Clip: the SAME broken build works correctly
Also reproduces with a brand-new empty scene containing only a cube,
built from a fresh project with the same template. So it is not related
to scene content or complexity.
What I have ruled out
- Not the scene or the 3D content — iOS App Clip renders it correctly
- Not the Needle version — both builds report 5.1.4
- Not scene complexity — a single-cube scene reproduces it
- Not the browser or device alone — another old build still works on the
same phone and browser
Given that a previously working deployment broke without being rebuilt,
I suspect something changed on the device side (ARCore / Google Play
Services for AR auto-update around Aug 22), but I cannot explain why one
build is affected and another is not.
Happy to test anything or provide more builds.
