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webar-mindar-ios

webar-mindar-ios

Build, debug, and ship browser-based AR image-tracking experiences (MindAR + A-Frame + Three.js inside a Next.js App Router H5), and especially diagnose the iOS-Safari/WebKit-only failures that desktop Chromium never reproduces — blank or black camera after "start AR", scenes collapsing to width:0, next/image not rendering, gyro/DeviceOrientation not firing…

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Documentación de la Skill

GitHub

name: webar-mindar-ios description: >- Build, debug, and ship browser-based AR image-tracking experiences (MindAR + A-Frame + Three.js inside a Next.js App Router H5), and especially diagnose the iOS-Safari/WebKit-only failures that desktop Chromium never reproduces — blank or black camera after "start AR", scenes collapsing to width:0, next/image not rendering, gyro/DeviceOrientation not firing. Use this whenever the task involves WebAR / MindAR / A-Frame / image-tracking / "扫描识别" AR on phones, an AR page that works in Chrome but is blank/broken on iPhone, reproducing iOS WebKit bugs without a physical device, or deploying such an app to a GCE VM behind a cloudflare quick tunnel for on-phone testing. Reach for it even when the user just says "the camera is blank on iPhone after I tap start" or "make the AR camera fullscreen" — the iOS-WebKit gotchas and the Playwright-WebKit verification combo here save hours of guess-and-redeploy.

WebAR (MindAR) on Next.js — build, iOS-WebKit debug, and deploy

This skill captures a battle-tested workflow for web AR image tracking (point the phone camera at a printed/displayed target, anchor an animated overlay on it) built as a Next.js H5 page, plus the parts that are genuinely hard: iOS WebKit-only bugs and how to verify them without a physical iPhone.

The single most important idea: iOS Safari AND iOS Chrome both run WebKit (Apple mandates it). Desktop Chromium ≠ iOS. A page that is perfect in Chromium can be blank on every iPhone browser. So the verification loop is built around Playwright's WebKit engine (= Safari's engine) on the desktop, with a fake camera injected via getUserMedia override, because that's the only way to see the real error fast instead of round-tripping screenshots with the user.

Tech stack (what actually shipped)

AR runtime (vendored as static files under public/vendor/ar/, not npm — keeps them out of the bundle and lets you cache-bust with a ?v= query):

  • A-Frame 1.5.0 + MindAR mindar-image-aframe 1.2.5 (image tracking) + Three.js (bundled in A-Frame).
  • Targets are precompiled .mind files (from the printed artwork) served from public/.

App: Next.js 16 (App Router) + React 19, AR components are "use client".

  • MindAR/A-Frame scripts are lazy-loaded only after a user gesture ("开启 AR") via a loadMindArScripts() that appends <script> and resolves on onload.
  • The AR scene is a reusable ArImageTrackingScene component wrapping the <a-scene mindar-image> + <a-camera> + a target <a-entity mindar-image-target>.
  • Visual approach is 2.5D parallax + CSS/SVG/Canvas placeholders + render tiering (full | lite | 2d), NOT real 3D models — cheapest, most WebView-compatible.

Verification: Playwright WebKit (desktop Safari engine) + fake camera, plus jsdom unit tests (vitest) that mock MindAR/getUserMedia. The two are complementary — see "Why the test pyramid has a hole" below.

Deploy (for on-phone testing / staging): source tarball → GCE VM over IAP SSH → npm ci && next build && next start (Node 20 via nvm) → cloudflare quick tunnel for an instant public HTTPS URL. (Real production for a China 文旅/微信 audience is a separate target — Aliyun + ICP 备案 + .cn; GCP is blocked/slow in mainland China and only suitable for staging.)

The verification combo (read this first — it is the point of the skill)

When an AR page is "blank/broken on iPhone but fine in Chrome", do NOT keep asking the user to retry. Reproduce it yourself in WebKit. Full scripts and the exact flow are in references/verification-playwright-webkit.md and scripts/webkit-repro.mjs. The essentials:

  1. Use the WebKit engine, emulating an iPhone. npx playwright install webkit (it must match your installed playwright version), then webkit.launch() + browser.newContext({ ...devices['iPhone 13'] }).
  2. Inject a fake camera — Playwright WebKit has NO --use-fake-device... flag (that's Chromium-only) and grantPermissions(['camera']) throws ("Unknown permission"). Instead, in an addInitScript, override navigator.mediaDevices.getUserMedia to return a canvas.captureStream(). Now MindAR mounts and proceeds as if a camera exists.
  3. Capture everything: page.on('console' | 'pageerror' | 'requestfailed').
  4. Drive the real state machine: click "开启 AR", then wait long enough for the heavy vendored scripts to download (A-Frame ~1.4MB + MindAR ~1.7MB — over a slow tunnel this can be 20s+; too short a wait looks like a hang at the loading spinner and sends you chasing the wrong bug).
  5. Measure layout, not just presence: after the scene mounts, read getBoundingClientRect() of a-scene, <video>, <canvas>. A WebKit-only width: 0 is the classic blank-camera cause. If width is 0, walk the DOM ancestors logging each offsetWidth to find the element that collapses.

Versions/UA matter: the user's iPhone may run an older WebKit than Playwright's latest. If you cannot reproduce with the latest, ask for their iOS version and match it, or use the on-screen error overlay (below) to read the real device error.

iOS-WebKit gotchas catalogue

These are documented with root cause + fix in references/ios-webkit-gotchas.md. The headline ones:

  • AR viewport collapses to width:0 (blank camera after "start AR"). Cause: a CSS-grid container with place-items-center (i.e. justify-items: center) sizes its in-flow grid item to content width; when the only children are absolutely-positioned (a-scene, overlays) there is no content width → WebKit collapses it to 0 (Chromium happened to keep a width, so it only repros on iOS). Fix: make the AR scene container fill its positioned parent with absolute inset-0 instead of in-flow relative h-full — the same pattern a working next/image fill already uses.
  • next/image blank on some iOS versions. The optimizer + AVIF/format negotiation can yield an image the device can't decode (works via curl with a PNG Accept). For pre-sized art, set images: { unoptimized: true } to serve the raw file and sidestep the optimizer entirely.
  • Gyro/DeviceOrientation never fires on iOS 13+. You must call DeviceOrientationEvent.requestPermission() from inside a user gesture; gate the listener on the grant and always keep a touch-drag fallback.
  • Camera "shows then goes black" / not visible. Keep the <video> explicitly visible via CSS, and avoid React effect-cleanup tearing down MindAR — store callbacks in a ref so the effect doesn't re-run and stop() the tracker.
  • Fullscreen AR. A small embedded aspect-[4/3] box feels tiny; when the camera is active, promote the viewport to fixed inset-0 (camera fills screen), float the controls in a bottom sheet (fixed bottom-0, safe-area padded), hide page chrome, and add a safe-area-aware exit button.

Build patterns worth reusing

  • Load AR scripts only on user gesture, then transition state (entry → loading → scanning → tracking). Camera permission appears only after the tap — required for iOS and good for trust.
  • One reusable ArImageTrackingScene (single target, targetIndex, callbacks onSceneReady/onSceneError/onTargetFound/onTargetLost) keeps every AR page consistent and keeps the black-screen mitigation in one place.
  • Render tiering (detectRenderTier() → full/lite/2d from prefers-reduced-motion, hardwareConcurrency, deviceMemory, WeChat UA) so low-end phones and WeChat WebView degrade instead of breaking.
  • On-screen error overlay: a tiny client component that listens for window.error/unhandledrejection and renders a dismissible panel only when an error occurs. This is your "remote eyes" on a real phone when you can't attach a Mac/Safari Web Inspector.
  • Cultural/red-line guards as code: when content has hard "must not say/show" rules, encode them as a copy whitelist that throws + test assertions that scan for forbidden strings, so they can't regress.

Deploy for on-phone testing

Full pipeline + the exact gotchas in references/deploy-gce-cloudflare.md and the template in scripts/deploy-gce-cloudflare.sh. The traps that cost time:

  • IAP SSH is flaky — wrap every gcloud compute ssh/scp in a retry loop, and run the actual deploy as a setsid detached script on the VM that logs to a file, then poll the log. A dropped SSH must not kill the build.
  • Next 16 needs Node ≥ 20.9 — install via nvm on the VM (don't touch system Node).
  • Private repo + broken gh auth on the VM → ship a source tarball via scp (exclude node_modules/.next/.git and stray junk like a Windows D:/... cache dir) and npm ci on the VM, rather than git pull.
  • next start renames its process to next-server — pkill -f "next start" misses it, so the old build keeps port 3100 and your new build silently fails to bind. Kill by port (ss -tlnp → pid → kill -9).
  • Keep a stable tunnel URL across redeploys by restarting only next, not cloudflared (the quick-tunnel URL changes every time cloudflared restarts).
  • Cache-bust client retests with a ?v=N query (Safari caches aggressively; even "private tab" can mislead if you don't change the URL).

When to stop and hand off

You can verify everything except a real camera recognizing a real printed target and device-specific performance/heat. That last mile (recognition rate across a device matrix, WeChat WebView, real lighting) is the human's on-site job — say so plainly rather than implying you tested it.

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