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One more thing to keep in mind for WebXR + WebGPU: ar-hit-test.js creates a THREE.WebGLRenderTarget and uses the synchronous renderer.readRenderTargetPixels(), which doesn't exist on WebGPURenderer (only readRenderTargetPixelsAsync). It will need the same adaptation that was done for the screenshot and reflection components in #5848 (see that PR for the pattern: feature-detect readRenderTargetPixels and fall back to the async read back). Since ar-hit-test is WebXR-only it was left untouched there, but it should be part of the WebXR + WebGPU work.
Related: renderer.xr.setPoseTarget is an A-Frame specific super-three patch to the WebXRManager used by WebGLRenderer; an equivalent will be needed in the XRManager used by WebGPURenderer (a-scene currently stubs it with a no-op, see the note added in #5847).
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vincentfretin commentedon Jul 4, 2026
One more thing to keep in mind for WebXR + WebGPU:
ar-hit-test.jscreates aTHREE.WebGLRenderTargetand uses the synchronousrenderer.readRenderTargetPixels(), which doesn't exist onWebGPURenderer(onlyreadRenderTargetPixelsAsync). It will need the same adaptation that was done for the screenshot and reflection components in #5848 (see that PR for the pattern: feature-detectreadRenderTargetPixelsand fall back to the async read back). Since ar-hit-test is WebXR-only it was left untouched there, but it should be part of the WebXR + WebGPU work.Related:
renderer.xr.setPoseTargetis an A-Frame specific super-three patch to theWebXRManagerused byWebGLRenderer; an equivalent will be needed in theXRManagerused byWebGPURenderer(a-scene currently stubs it with a no-op, see the note added in #5847).