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:
- Use the WebKit engine, emulating an iPhone.
npx playwright install webkit
(it must match your installedplaywrightversion), then
webkit.launch()+browser.newContext({ ...devices['iPhone 13'] }). - Inject a fake camera — Playwright WebKit has NO
--use-fake-device...flag
(that's Chromium-only) andgrantPermissions(['camera'])throws ("Unknown
permission"). Instead, in anaddInitScript, override
navigator.mediaDevices.getUserMediato return acanvas.captureStream(). Now
MindAR mounts and proceeds as if a camera exists. - Capture everything:
page.on('console' | 'pageerror' | 'requestfailed'). - 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). - Measure layout, not just presence: after the scene mounts, read
getBoundingClientRect()ofa-scene,<video>,<canvas>. A WebKit-only
width: 0is the classic blank-camera cause. If width is 0, walk the DOM
ancestors logging eachoffsetWidthto 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 withplace-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-0instead of in-flowrelative h-full— the same pattern a
workingnext/image fillalready uses. next/imageblank on some iOS versions. The optimizer + AVIF/format
negotiation can yield an image the device can't decode (works viacurlwith a
PNGAccept). For pre-sized art, setimages: { 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 arefso the effect doesn't re-run andstop()the tracker. - Fullscreen AR. A small embedded
aspect-[4/3]box feels tiny; when the
camera is active, promote the viewport tofixed 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/unhandledrejectionand 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/scpin a retry loop, and
run the actual deploy as asetsiddetached 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
nvmon the VM (don't touch system Node). - Private repo + broken
ghauth on the VM → ship a source tarball via scp
(excludenode_modules/.next/.gitand stray junk like a WindowsD:/...cache
dir) andnpm cion the VM, rather thangit pull. next startrenames its process tonext-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=Nquery (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.