I was at one point considering doing my own version of WebXR Viewer published as an IOS app from the source on github but branded as a client app that accesses the clientâs web only. I wonder how feasible that is as an option for IOS if a client wanted an âappâ that is just a branded browser to access just their WebXR experience.
That would also allow me to add some of those non-standardized apis such as Image Anchors etc for specific uses
by user 103054507105067008
And potentially as an Android app too but I never looked that far
by user 103054507105067008
has excellent comments such as
unclear is this is how this should work now
Not updated since 2020⊠wow!
by user 103054507105067008
Thought youâre aware! Thatâs the problem with that viewer: Mozilla disbanded the team in 2020 and nobody is maintaining it, itâs just âthereâ
Just sucks itâs the only option I have on iOS for clients who always have iPhones
almost nobody ever has android the whole time I have been making AR apps for clients since 2016
by user 103054507105067008
Haha so many good comments and commits
add old visions samples. They do not work
Thanks - I suspect the camera is not the correct one when in XR, will try if thatâs the case
Reproduces on android already too
I wonder why it is grabbing the wrong camera suddenly?
by user 103054507105067008
I dont think we have a case anywhere else where we grab the touch to convert it to a ray or something similar.
The AR touches are really WebXRControllers internally right now
I see, glad the repro project helped, I will stay on 2.50.0-pre for now while working on Touch AR Controls
by user 103054507105067008
Only my custom version of screenPointToRay
works with 2.50.0-pre in Mozilla WebXR on IOS due to me using a custom version of convertScreenspaceToRaycastSpace
to grab the window.innerWidth instead of this.context.domWidth
convertScreenspaceToRaycastSpace(vec2: Vec2) {
vec2.x = (vec2.x - this.context.domX) / window.innerWidth * 2 - 1;
vec2.y = -((vec2.y - this.context.domY) / window.innerHeight) * 2 + 1;
}
by user 103054507105067008
The moment I update to 2.51.0-pre even while still using that custom screenPointToRay
, it doesnât work anymore so I assume it is grabbing the wrong camera as you said
by user 103054507105067008
That has been changed in 2.51.0 tho 
I mean I am still using the custom local function versions though and those somehow donât work in 2.51.0 when they worked in 2.50.0, I did see you updated it in 2.51.0
by user 103054507105067008