Ok, in that case I will put emphasis on the following from my texts:
"Needless to say that no app developers aim to annoy users, who - in the worst cases - might turn to competing platforms that provide the same kind of services. The dilemma above can easily become a do-or-die dealbreaker, while applying for jobs as a WebGL Developer in a complex and high demanding Frontend Developer business. A nightmare scenario might also occur for WebGL Game Developers specifically, where kids - not always - have the same brands of phones:
Two brothers want to play the same WebGL Game, but one of them opens it on iPhone/Chrome. He gets annoyed by seeing his brother’s Android open it in Fullscreen mode and - due to the uneven screen resolutions - he starts yelling at his parents that he wants to watch a movie instead. Seconds thereafter the Android-using brother hears the sound of the movie and gives up playing for, then, to join his brother.
"
->> which lead me to make a compromise preloader screen, that is able to avoid the highly annoying ‘Uneven screen resolution’ user scenarios - namely - the experiences at Chrome-opened-apps-on-iPhone:

"The preload graphics above gives the user a good overview on how-to open the preloading WebGL-app in fullscreen - if the user is opening the app by Chrome-on-iPhone, the user can restart the app in Safari to secure a Fullscreen Experience.
"
All-in-all: My suggestion is a tool that can help propagate, how the total platform landscape for WebGL and PlayCanvas appears to users. Users on the other main platforms has become extremely spoiled, and instead of being surprised negatively by the Fullscreen maximization issue (Chrome vs Safari on iPhone), people should be aware of it more, and become accustomed to - f.i. - restart in Safari right away for a better experience (in a higher resolution).
If there are other issues that differ in accessibility (compared to the other major platforms) we should pursue to make people aware of them - instead; the current strategy seem to be “let users try WebGL/PlayCanvas and hope for the best, when users are to choose between platforms”.
Yesterday I visited (by coincidence) WebGL.com, are there I found a ‘user survey’ that related to how WebGL Developers would find a future WebGL learning community relevant.
Maybe our WebGL community should try and survey, how gamers-and-webservice users rate WebGL in relation to the other platforms … I have a hunch that WebGL will be rated highly as a web-technology, but not very high as a gaming-technology ->> How do we, eventually, change that?
But what do I know really? All I know is that, Chrome and iPhones both are very popular, which eliminates Fullscreen for 11% of all internet accesses (cf my calculations in the docs).
Finally: Regardless of my discreet code overviews and/or mediocre JS skills, I still hoped to get better job appliance feedback from having; relatively broad PlayCanvas/WebGL Skills. My 60-80 PC projects is not paying off, in the way I expected, and I sincerely suspect the Fullscreen issue, to be a major issue for leaders in frontend business ->> they seem to want hightier performance on every level.
How do we enhance the respect for WebGL in relation to the HTML+CSS/None-game Frontend area?