If you can create a smaller project that showcases the issue and is runnable for me, I could try taking another look at it. Username yaustar if you need to make it private.
Check on second camera (without XR) and first (with XR) - works fine on second camera only.
With xrController - looks like Zdistance works *100 and broke vertical FOV.
Edit: try use second camera only for screenToWorld - broke too. Works only if positioning on second camera.
But I use Camera (with XR) for screenToWorld. Another camera is absent. Right?
May be that bug is after correcting back camera aspect and screen aspect?
I honestly don’t know how 8th Wall works under the hood. For something to be positioned incorrectly with screenToWorld makes me think the wrong camera is used for screenToWorld and wonder if the library is creating a 3rd camera at runtime with a different FOV?
The example I made works on mobile and when I rotate the phone.
Huh. If screen.x coordinate is zero or screen width - world point is far beyond the screen.
Log from device.
Camera stream has aspect 3:4, device aspect about 9:16.
Suspicious coincidence!
PS: if I calculate vector on second camera and positioning on first camera - same bug.
Real frustum first camera not equal frustum second camera, may be.