Although I can understand the decision, I fear that this is quite problematic for my vr applications.
I currently use the old webvrpolyfill as a default solution on android and iOs devices alike.
The reason for that lies in my products, which are PWAs including VR-Experiences for walking tours,
targeting a broad range of devices and browsers.
And even on some newer android devices webXR often triggered a weird app installation, which led me to the decision to go back to the old webvr implementation and using the webvr polyfill as the overall solution.
See the basic project, which is the foundation for all of those projects:
https://playcanvas.com/project/860928/overview/spherical-viewer
I fear that with this upcoming update, calls like:
this.cameraEntity.camera.enterVr(() => { });
will no longer work.
But maybe someone could provide me a solution using the xr-api or maybe a kind of custom enterVr (re)implementation.
Again here the problem for me is to actively force the use of the robust webXRpolyfill or webVRpolyfill and preventing the potential problematic use of the browsers webXR implementation (for now)
Thanks again for your support.