I’m using gltf file format to load a model, using gltf loader.
It works fine on windows and android. But on ios phone browser, it’s showing error
I don’t have an ios device, so it becomes difficult to test it. Should I use usdz file format for the ios device?
I don’t think USDZ is the solution here. It would be a good start to check the browser console of iOS devices that show this error.
Since you don’t have an iOS device at hand this might be difficult for you. But perspectively you need one for testing if you want to properly support Apple hardware.
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Okay, I got to know that webAR is not supported in ios. How can I create a WebAR experience using three.js to support iOS? Please help!
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Sadly, there is not a cheap solution, Variant 3D is offering and SDK to use an App Clip Implementation which is not for free. Or you happy to use the WebXR Viewer App on iOS for now…
But Safari does not support WebXR on hand held devices…
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What WebAR features do you need? Image / ground / face / landmark / hand tracking ?
For simple image tracking, there are free open source solutions like MindAR.
Most commercial projects I’ve worked on use 8th Wall, but you need to have the budget to afford the license (though it’s cheaper to use it for demos / non commercial stuff).
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8th wall is not a good solution they are using their own SLAM and it is somehow not working as good as webXR…tried it and not happy
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