It should, yes. We just retested with the 2018.3.0b5 to be sure. It works on Android and iOS. Can you provide more details concerning the specific device and OS version?
I meant to say the screen is black. iPhone6S - OS 12.0. In my own game I can see and place the AR objects but the background is all green.
I've had this problem in Unity 2018.3.0bX as well, and I finally dug in a little bit more. I'm getting a black screen on Android (or a green screen on iOS). I'm running the project from the Github project opened in 2018.3.0b7, and loading the LightEstimation scene deployed unsigned to a Samsung S8+. I have ARCore Support disabled in the project settings, and am using the ARCore XR Plugin 1.0.0-preview.21. It was compiled using .NET 4.x equivalent (instead of the default and deprecated 3.5). I've also tried .NET 3.5, as well as both Mono and IL2CPP builds On Android I opened the logcat and saw the first error was: E Unity : InvalidOperationException: Nullable object must have a value. E Unity : at System.Nullable`1[T].get_Value () [0x00008] in <0000d56de0ae43ca875d7babfd990580>:0 E Unity : at LightEstimationUI.Update () [0x00025] in <b6518a82f5354a5b8b675b263148171a>:0 Which looks like it goes back to the LightEstimationUI.cs Code (CSharp): void Update() { SetUIValue(m_LightEstimation.brightness.HasValue, m_BrightnessVal, m_LightEstimation.brightness.Value.ToString()); SetUIValue(m_LightEstimation.colorTemperature.HasValue, m_ColorTempVal, m_LightEstimation.colorTemperature.Value.ToString()); SetUIValue(m_LightEstimation.colorCorrection.HasValue, m_ColorCorrectVal, m_LightEstimation.colorTemperature.Value.ToString()); } I've checked to ensure that the Text component is assigned correctly in editor, which leaves the Brightness, ColorTemp, or ColorCorrection values. The values are a nullable float and a nullable color. Changing the SetUIValue signature to accept the nullable values, and null checking them explicitly still throws errors every update and always shows black. E Unity : status.cc:155 ArStatusErrorSpace::AR_ERROR_MISSING_GL_CONTEXT: E Unity : ArPresto::ArSession_update failed with status -7 the missing gl context error appears right before the Nullable Error in subsequent errors that happen each frame. Not sure how else to document the issue as I haven't actually changed anything from the GIT project other than changing things to try and fix the problem, but it's still broken straight from the GIT repo.
Confirmed that the lwrp_support branch also does not work in 2018.3.0b7 deployed to Samsung S8+. Although, this branch doesn't result in a black screen, it is instead a a bit purple, with consistent green and red pixel pattern on the left of the screen.
Also tried the primary branch in 2018.3.0b7 compiling on a mac and deploying to a google pixel 3. Same black screen.
Same here (black screen with the AR_ERROR_MISSING_GL_CONTEXT error spam) in 2018.3.0b9 using the SampleLWRPScene of the arfoundation-samples Git repo. I'm on a Samsung Galaxy Note 8. I'm using these package versions : - AR Foundation 1.0.0-preview.20 - ARCore XR Plug in 1.0.0-preview.23 - LWRP 4.1.0-preview - Core RP Librari 4.1.0-preview So the latest of everything. I had to make some code changes from the official sample for it to compile. Excerpt of the logcat of possibly relevant warnings/errors : Code (CSharp): E/libEGL: call to OpenGL ES API with no current context (logged once per thread) W/AnchorServiceClientFactory: The API key for use with the Google AR service could not be obtained! W/native: motion_analysis_calculator.cc:361 No input video header found. Downstream calculators expecting video headers are likely to fail. E/native: session_c_api.cc:1700 ArAugmentedImageDatabase_deserialize: database_raw_bytes was passed NULL. E/ArPresto: ArPresto::SetConfiguration failed to deserialize Augmented Image database with status -1. E/NdkImageReader: AImageReader_getWindow E/NdkImageReader: AImageReader_getWindow E/native: status.cc:155 ArStatusErrorSpace::AR_ERROR_MISSING_GL_CONTEXT: E/ArPresto: ArPresto::ArSession_update failed with status -7. E/native: status.cc:155 ArStatusErrorSpace::AR_ERROR_MISSING_GL_CONTEXT: E/ArPresto: ArPresto::ArSession_update failed with status -7. Edit : Looks like it's a known issue related to new versions of the LWRP : https://github.com/Unity-Technologies/arfoundation-samples/issues/68#issuecomment-438832827
Make sure the Player Setting "Graphics Jobs (Experimental)" is not checked. This got enabled accidentally in some of our samples, and it forces multithreaded rendering in 2018.3.