Iām not surprise about this. Apple is not very friendly with WebXR. I think they are against it because they prefer to have complete control with their applications.
Actually, this is the only factor that block us to go all in with WebXR.
All the A-Frame WebVR experiences ask for permission to use the motion sensors. Which never happen on the play canvas projects? maybe thats why I reach polyfill without the tracking.
The current projects may not have the latest version of the webxr polyfill so it be worth checking that the latest are used from the GitHub sites where the polyfills are.
Could I expect that somebody take a look at this shortly? Playcanvas is sold like it support webxr, and the playcanvas flagship ar/vr experiences (tutorials and demos) do not work for now.
I can try to find some time later this week to look at but no promises.
The main problem here is that browser support and the APIs are in flux with WebXR still a draft Web API and not natively supported on most browsers besides Chrome and Firefox on Android.
WebVR which is what WebVR Labs is using is no longer natively supported on Android and was never supported on iOS except via polyfill and even then, there are issues.
As you are saying you are getting the twin screens (assuming you are using WebXR for VR), but no movement, it sounds like a permissions issue where we need to ask the user to access the gyro/accelerometer sensors.
Iāve updated all the demos and the starter kit to ask for permissions when you press the buttons.
Also, as a FYI, on iOS 14, Safari will only go full screen when rotating the phone in landscape if there is only one tab. If there is more than one tab, the nav bar will stay on top.