>WebXR will work on [...] desktop Chrome or Firefox browsers
Have you found this practically true these days? Any specific tips? I've had a lot of trouble historically getting webXR on desktop browsers to work. Where something in the browser settings, or the particular browser distribution/build, or the openxr/openvr lookup or runtime results in 'No XR device detected' and debugging it was hard even for me as a motivated developer (and thus basically impossible for my nontechnical friends who I just wanted them to be able to play my webxr demo). Regular godot standalone builds seem to work better even if they require unzipping/clicking through the 'unknown software' warning.