Testing on a Device
Camera access needs an HTTPS origin, and Unity's compressed build files need the right Content-Encoding headers. The bundled WebGL Build Host covers both for local testing:
- Open
Tools ▸ WebAR Image Tracker for Unity ▸ Test on Device. - Pick your WebGL build folder and press Start.
- Scan the QR code with your device and accept the self-signed certificate.
The host serves over HTTPS on your LAN and streams each connected device's console back into the editor. Desktop browsers also work directly with a webcam for quick iteration.
WebGL Build Host is also available on its own at github.com/MakeGamesPlay/unity-webgl-build-host. If you installed it separately via UPM, remove that copy before importing this package to avoid a duplicate assembly.
The first-tap motion permission
iOS and Android ask for motion-sensor access separately from the camera. The template requests it on the first tap anywhere on the page. Granting it enables the gyro-fused rotation, dropout carry, and motion-adaptive smoothing; declining still tracks, with reduced polish.
Reading the diagnostics
Enable Show Diagnostics Overlay in the WebAR Controller's Debug foldout and rebuild. A banner appears with tabs (Device, Tracking, Smoothing, Camera, Filter) and a Copy button that captures everything to the clipboard, which is ideal for reporting a new device. See Tracking Quality & Tuning for what the values mean.
Going public
For a shareable URL, see Deploying Your Build.