# iOS16 + WebXR AR = ? ??

**URL:** <https://discourse.threejs.org/t/ios16-webxr-ar/40985>\
**Category:** Questions\
**Tags:** ios, webxr\
**Created:** [August 3, 2022, 1:08am UTC](https://discourse.threejs.org/t/ios16-webxr-ar/40985 "2022-08-03T01:08:30Z")\
**Posts on this page:** 1\
**Showing post:** 6

<div class="post-metadata">

**Author:** ![danrossi](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/danrossi/32/1017_2.png) [@danrossi](https://discourse.threejs.org/u/danrossi)\
**Post date:** [May 25, 2023, 4:22am UTC](https://discourse.threejs.org/t/ios16-webxr-ar/40985/6 "2023-05-25T04:22:52Z")

</div>

I noticed it in IOS 16 but wasn’t able to remote debug why it wasn’t detecting webxr. I presume it needs a headset. No cardboard mode. In the meantime I am struggling to get the polyfill working, I got complaints to re-enable it for IOS, the project is vacant. Its broken with three.js and taking ages figuring it out. Im not sure if its a three.js problem.

> [@WebXR Polyfill broken with latest three.js](https://discourse.threejs.org/t/webxr-polyfill-broken-with-latest-three-js/51812/2):
>
> not really, you just need to scroll away from blackness, but of course the result is incorrect. the console says renderer.setSize call is blocked, so maybe that has a part in it thinking

---

_[View the full topic](https://discourse.threejs.org/t/ios16-webxr-ar/40985)._
