Camera background set to solid colour breaks AR camera image on IOS

I’m about to finish for the day but wanted to report this bug that happens in AR only on IOS, Android is fine - you can see the issue at this site here using AR on IOS
https://demo.epm.digital/halloween2022/

Original Post on Discord

by user 103054507105067008

AR on iOS?

In Mozilla WebXR viewer app

by user 103054507105067008

Can you share a screenshot/more info about what happens?

On android in AR view looks fine in Chrome Android

by user 103054507105067008

On iOS using Mozilla WebXR Viewer, in AR the camera does not render if the Camera’s background colour in Unity is set to solid colour, works fine on android as can be seen above


by user 103054507105067008

unknown.png

by user 103054507105067008

Ok sounds like it doesnt report environmentBlendMode or a wrong environment blend mode :thinking:

Thanks for reporting! :slightly_smiling_face:

Is it solid color, or any background? I had a user testing mine and they got the default Unity skybox instead of camera feed.

by user 943936853348855838

Looks like it is any background is kept instead of camera feed on iOS devices.

by user 943936853348855838

Can you log what it logs for this.context.renderer.xr?.getSession().environmentBlendMode ?

You can display it on screen using showBallonMessage(...) (import via @needle-tools/engine)

I am trying to get a hold of an iOS device so I can test. Right now having to get other team members to test.

by user 943936853348855838

I also had them test the bike configurator and that works as expected.

by user 943936853348855838

Yes that just checked differently - we changed that for quest pass through recently to actually ask the session (since the quest can be both opaque and transparent)

Is there a fix for this in the 2.41.0-pre update?

by user 103054507105067008

Not yet but getting this info would help a lot

Ok so the Mozilla viewer reports “opaque” environment blend mode for AR which is why the background doesnt get hidden anymore - looking into a fix/workaround

Added a workaround for that