I’m still a bit confused with the state of browser WebXR compatibility, confusion which has been compounded because I’ve been unable to get even simple web AR examples to work on my old devices.
I realise the WebXR standard is still in draft and there’s only partial (and constantly evolving) support in the latest Chrome and optionally Firefox by enabling a flag. Safari doesn’t support it at all but iOS 12+ has proprietary AR support via USDZ.
I’m aware there are companies out there like 8th Wall offering/promising no app download, cross platform web-based AR experiences. How are they achieving this if the standard is still in draft? Do they use a polyfill or seamlessly switch between standard WebXR and proprietary USDZ depending on detected platform … or something else?
All I really need currently is simple ground plane detection/tracking, with an interactive scene superimposed. Is there a way to achieve (or fake) this right now with Babylon.js and polyfills that works across Android and iOS?