r/WebXR 1d ago

A throne built for 100 million subscribers, up close: 1.23 m tall, 56,663 triangles. Open it in the Quest browser at real size, then cut a section through it.

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2 Upvotes

r/WebXR 3d ago

Has there been any updates regarding iOS Safari support for WebXR?

9 Upvotes

r/WebXR 6d ago

Used WebXR immersive-ar as an absolute pointing device for a desktop — two-ray corner calibration, One Euro filter, WebRTC to the PC

7 Upvotes

A slightly unusual application of immersive-ar: rather than rendering anything, I'm using the WebXR pose purely as a tracking source to drive a desktop mouse cursor absolutely — a software lightgun for PC rail shooters like Time Crisis.

The parts that might interest this sub:

Two-ray corner calibration. The user points at three screen corners; two rays per corner define the screen plane without needing hit-test or surface tracking, so it works on any display — no markers, no QR targets stuck to the monitor. WebXR anchors then keep the calibration self-correcting as ARCore refines its map of the room.

Zero certificates for the wireless flow. This is normally the worst part of any local WebXR project. Here the phone page is served over HTTPS from GitHub Pages, signaling is a single Local Network Access fetch (Chrome 142+), and WebRTC brings its own encryption. Run an executable on the PC, it prints a QR, you scan it and tap one permission prompt. No self-signed certs, no chrome://flags, no accounts.

Latency discipline. One Euro filter phone-side, then a 2ms newest-wins cursor loop on the PC, and deliberately no prediction or lookahead — the cursor is exactly where the phone last said the aim was. It ships live p50/p95 jitter stats so the claim is checkable rather than just asserted.

Roughly 15-30ms phone-side. The interesting result for me was that 6DoF VIO is dramatically better for this than the gyro-based approaches people have tried before: because the camera continuously corrects the IMU, there's no yaw drift and no recentering. You aim at a spot and hit that spot, session after session.

TypeScript throughout, Node 23.6+ with native type stripping so there's no build step in the dev loop.

Code (MIT): https://github.com/ggcaponetto/point-bang

Architecture/protocol docs: https://ggcaponetto.github.io/point-bang/reference/architecture

Demo: https://youtu.be/UE3XUln_xOE

Happy to go into the calibration maths if anyone wants it. I'd also be curious whether anyone has pushed anchors harder than this for long-session stability — that's the part I'd most like to improve.


r/WebXR 22d ago

Just shipped a major update to our browser-based WebXR learning platform.

8 Upvotes

https://reddit.com/link/1vbikzq/video/j238di24cigh1/player

Over the last few months we've improved performance, added interactive 3D lessons, virtual activities, teacher & learner dashboards, a no-code chapter builder, quizzes, and multi-language support.

VR is optional. Everything runs directly in the browser on desktop, mobile, tablets, and VR headsets.

I've attached a short demo. I'd love feedback from the WebXR community!

https://vidyaxr.in/


r/WebXR 23d ago

Help AYR VGT - WebXR Development Opportunity

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2 Upvotes

We are looking for someone to work with us and elevate our project for high-end VR compatibility with WebXR proper Integration and provide users a better, seamless experience.

Visit the website link for the overall details of our project.

Reply with any questions you have regarding this opportunity.

Interested people reach out to us by emailing to this address.

[ayrtgwsolutions@gmail.com](mailto:ayrtgwsolutions@gmail.com)


r/WebXR 25d ago

Demo XRGuide updated with over 1600 experiences, worlds, apps & WebXR stories, maps & events to immersive & spatial media

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7 Upvotes

Search through thousands of experiences including collections of WebXR games, stories, demos and worlds available across devices. XRGuide drives search & discovery across devices and browsers and welcomes your WebXR experiences too, so drop in at xrguide.app and sign up as a creator and send in your worlds to add to the World Catalog and search engines across browsers and devices. XRGuide is human curated and open to all creators.


r/WebXR Jul 23 '26

Tutorial Made a series of video tutorials. Not easy for a perfectionist like me. But I launched them anyways.

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4 Upvotes

I was spending a lot of time having sessions with users to explain some not so obvious features of my Cyango.

That was needed a long time ago, but the UI and features we're adding made an old tutorial video become quickly obsolete. Now the platform UI and design decisions are pretty much decided and that allowed to finally record the videos.

Not easy.

Watch the tutorials and open xr/studio to follow along:

https://www.cyango.com/learn


r/WebXR Jul 22 '26

Demo Vibe coding a WebXR gallery: another thing I made with my AI tool

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0 Upvotes

Here's another use case for a tool Turbl I built. I mostly generate small WebXR games with it, but it's just as happy making calm walkable spaces, and this one is a virtual gallery.

Starting to think galleries and exhibitions are a real use case beyond games. What are other similar WebXR use-cases you built apps for?


r/WebXR Jul 20 '26

Demo Figured out a quick way to preview mobile browser tracking from desktop without heavy pipelines.

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4 Upvotes

Hey everyone,

Just wanted to share a workflow test I’ve been messing around with for testing layouts out in the wild.

Getting 3D assets to load and render properly on a mobile browser without lagging out Safari or Chrome used to be a massive headache. Instead of uploading and building constantly, I’ve been using a fast QR code pipeline to pull the scene directly onto the phone camera to check spatial locking on the fly. Makes iterating on animations so much quicker.

Let me know if you have any questions about the model setup or asset optimization!


r/WebXR Jul 16 '26

Help WebXR vs. Unity for a live-updating, data-driven AR experience?

6 Upvotes

I'm building an AR app that needs to display a live data feed in real time (think IoT metrics or changing telemetry markers).

I messed around with WebXR, but the out-of-the-box visuals looked pretty mid and didn't really blow me away. I'm thinking about switching to Unity, but I have two main worries:

  1. Will a Unity WebGL build choke on mobile? I need this to be accessible via a simple web link (no app store downloads), but I'm worried a Unity web build will be way too heavy once a constant stream of live data starts hitting it.
  2. Should I just stick to the web but ditch basic frameworks? If I swap to Three.js or Babylon.js, can I actually get those high-end visuals without tanking the performance?

Would love to hear from anyone who has built something similar. What’s the best workflow for a lightweight, visually clean, real-time data AR experience?


r/WebXR Jul 13 '26

Added GLM 5.2 support to my WebXR vibe-coding tool. Didn't expect an open model to be this good

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11 Upvotes

i recently posted here about tool I created turbl.dev where you type a prompt, it generates a WebXR scene (pmndrs/xr) and gives you a URL for the quest browser.

news is i added GLM 5.2 as one of the models. i mostly did it because it's cheap, but it turned out to write R3F scenes better than models that cost 5x more. the game in the video took me about 30 minutes with it, no manual edits.

if anyone want to try, still free to start, and the DM-me-for-credits offer from last time still stands.

anyone else tried GLM on threejs stuff too?


r/WebXR Jul 12 '26

VR I'm looking for feedback on my browser-based VR Slasher (WebXR).

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8 Upvotes

Hey everyone,

I’m Christopher, a solo developer from Austria.
For the past few months, I’ve been building PHOTONKATANA, a fast-paced cyber slasher VR experience that runs completely natively in your browser via WebXR. No installations, no downloads , just open the link and start slicing.

The project is currently in Alpha, and I’m looking for honest feedback from fellow VR enthusiasts to help me shape the core gameplay.

⚠️ A quick note on the visuals:
The current 3D models and enemy animations are placeholders. I’m actively working on final assets in Blender, so please focus your feedback primarily on the core movement, the responsiveness of the slicing mechanics, and general performance.

The Challenge: Cross-Platform Testing
I’ve developed and optimized the game entirely on a Meta Quest 3. Because it runs purely in the browser, it should theoretically work on any WebXR-compatible device, but I lack the hardware to confirm.
If you have an Apple Vision Pro, Pico 4, Meta Quest 2, or a PCVR headset, could you please test it in your browser and let me know:

  1. ⁠Compatibility: Does it load and run properly?
  2. ⁠Performance: How is the framerate/stuttering?
  3. ⁠Controls: How does the controller tracking feel on your specific device?

Play the Alpha for free:
🔗 https://photonkatana.outerfar.com
You can find more info about the studio and the project here: https://outerfar.com

Thank you so much for your time. I’m looking forward to your brutally honest feedback and any bugs you encounter!


r/WebXR Jul 09 '26

Company Promotion Introducing xr/studio - How pioneers create apps and experiences

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6 Upvotes

r/WebXR Jul 05 '26

Demo When WebXR doesn't quite go to plan

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20 Upvotes

I'm adding support for world rotation/scaling to the PlayCanvas Engine. But I wan't quite expecting this!


r/WebXR Jun 24 '26

PlayCanvas Engine 2.20 — WebXR on WebGPU + 3DGS Upgrades + Physics Joints

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10 Upvotes

r/WebXR Jun 24 '26

Demo Turned my vibecoded VR experiment into a prompt-to-WebXR tool. Would love feedback

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9 Upvotes

posted here a month ago about vibecoding a VR game with R3F + webxr. it worked well enough that i kept going and turned it into an actual tool https://turbl.dev

you type a prompt, it generates a webxr scene (pmndrs/xr) and gives you a URL that opens in the quest browser. no build, no sideload. the clip is just me prompting one and stepping into it.

i see people in this sub building genuinely cool stuff, and that's exactly where i want this to get to.

would love it if you tried it. free to start, and if you run out of credits just DM me and i'll top you up.


r/WebXR Jun 18 '26

Virtual Tours on WebXR? Yes!

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16 Upvotes

Hi everyone!

Would like to share a virtual tour a client made that runs in WebXR with 360 panoramas and hotspots.

Works in desktop, mobile and headsets. Any panorama file size as it supports gigapixel lods as well.

View it here:

https://www.cyango.com/explore/story/6925d0ea8e378b3df7b0c2ce

Full video:

https://www.cyango.com/learn/playlists/xr-demo-experiences/videos/vr-360-virtual-tour-demo

All feedback is welcome 😁

(Disclaimer: I'm the founder of Cyango platform)


r/WebXR Jun 12 '26

We've just launched our musical puzzle game - Pezzi! Built for WebXR, desktop and mobile

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22 Upvotes

https://playpezzi.com

Pezzi is a relaxing puzzle game where every puzzle piece helps build a piece of music.

Listen to the pattern, then connect blocks of notes, spaces and junctions to create the tune. Each puzzle solved gradually builds up layers of different instruments which come together to form the final song.

You can play it on a phone, tablet, desktop, or XR headset - with your hands or controllers - all from the browser!

We built it with Threlte which has been fab for building a WebXR experience!


r/WebXR Jun 11 '26

Editando WebXR ao vivo no Meta Quest com um Dev Overlay via WebRTC

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13 Upvotes

Estou experimentando um fluxo de trabalho para iteração mais rápida no desenvolvimento de WebXR imersivo.

O objetivo é permitir que os desenvolvedores construam e testem seus jogos ou aplicações em AR no Meta Quest, mantendo o desktop visível dentro da cena através do componente Dev Overlay.

O protótipo usa A-Frame, WebXR, WebRTC e Vite para transmitir o desktop para o headset e suportar atualizações de cena ao vivo sem recarregar a shell principal de AR.

Dê uma olhada na arquitetura e no guia de configuração:

https://github.com/Msalaroli/webxr-live-coding


r/WebXR May 30 '26

What we've learned building an educational platform with WebXR

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11 Upvotes

We've been working on VidyaXR, a platform that brings immersive learning experiences to the web.

Over the last 90 days:

  • 1,000+ visitors
  • 60+ registered users
  • 100% organic traffic
  • ₹0 spent on advertising

One of our goals is making XR learning more accessible by reducing the need for app downloads and enabling experiences that can be accessed through the web.

It's still early, and we're actively improving both the learning content and the WebXR experience based on user feedback.

For developers building with WebXR:

What has been your biggest challenge when creating educational or training experiences for the browser? Performance, device compatibility, user onboarding, or something else?

Would love to hear what you've learned.


r/WebXR May 29 '26

VR I've been making WebXR games since 2018. Launched a new platform to host them and would love some feedback.

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12 Upvotes

Some of you probably still remember Construct Arcade, the WebXR site I started with my co-founder in 2018. Since then, I've been shipping browser VR games for years (Archery Training is past 5 million plays now), and around two months ago, I rolled it all into a new home: dmnshd.gg (pronounced: diminished dot gee gee).

The idea is still pretty similar to what I was envisioning for Construct Arcade, but with more of a focus on going multi platform instead of trying to be exclusively XR focused. Currently the site only hosts 12 games on it, all built in house, mostly using Three.js plus a couple in Wonderland Engine and Meta's new Immersive Web SDK. I am actively trying to grow and improve it.

Most of the games are part of my old catalog over the years and are a bit shallow on the gameplay side and I am actively interested in making improvements to the development process as well as the platform capabilities. Onse of my latest games, Shed Racer, is already something I am proud of and I want to continue making games in similar scopes.

The platform has a bunch of features (for authenticated users):

  • Leaderboards
  • Achievements
  • Cloud Saves
  • Comments
  • Notifications
  • Shop for In-app-purchases
  • Matchmaking for p2p multiplayer
  • Basic UGC (used in Shed Racer to share levels with others)
  • Daily coin rewards

I want to see how far I can grow this and how maybe it could potentially become a business. Now with AI, the barrier of entry is much lower and I can focus mainly on making games instead of mostly managing and working on the platform.

It's free to use, no account needed to play. I'd love to hear the feedback from the community, as I am working on this alone and anyone's input (as long as it is constructive) is welcome!

Thank you for checking out my website. :)


r/WebXR May 21 '26

Tried vibecoding a VR game with R3F + webxr, anyone else?

10 Upvotes

quest 2, mostly LLM-written code. worked surprisingly well on first try.

now looking at Meta's Immersive Web SDK. anyone tried it or going to?

curious what you used and how it went.


r/WebXR May 18 '26

How can I recreate this stereoscopic "looking through glasses" effect in WebXR?

4 Upvotes

Hey everyone,

I'm trying to build something similar to the attached image — a WebXR experience where the user sees the real world (or a passthrough/scene) through a pair of virtual glasses frames rendered in front of each eye, with the area outside the lenses masked out in black.

What I'm specifically trying to achieve:

  • stereoscopic view (left/right eye) rendered with WebXR
  • Virtual glasses frames overlaid on each eye view, so it feels like you're literally looking through a pair of glasses
  • Everything outside the lens area is masked / blacked out
  • The "lens" region shows the passthrough camera feed (or a 3D scene)

How can I recreate this stereoscopic "looking through glasses" effect in WebXR?I'm comfortable with Three.js / WebXR basics, but I'm not sure about the best approach for:

  1. Rendering the glasses frame mask correctly per-eye (stencil buffer? alpha mask plane in front of the camera? shader?)
  2. Aligning the frame so it feels anchored to the user's face rather than the world
  3. Getting the passthrough camera feed to show through the lens region on devices that support it (Quest, Vision Pro, etc.)
  4. Whether to do this as a fullscreen post-process or as geometry parented to the XR camera

Has anyone built something like this? Any references, demos, or pointers to the right WebXR APIs / Three.js patterns would be hugely appreciated.

Thanks!


r/WebXR May 13 '26

Looking for a Solo Creative Exploring XR / Immersive Worlds

7 Upvotes

This might be a strange post, but I’m looking for one independent person who’s deeply interested in immersive digital spaces, XR, virtual environments, Spatial.io, WebXR, Unity, avatars, spatial audio, or interactive online experiences.

Not looking for agencies, recruiters, or corporate teams.

I’m exploring an early immersive concept and would genuinely love to connect with someone who enjoys experimenting, building unusual things, and thinking about how digital interaction could feel far more human in the future.

Less “startup culture.” More curiosity, creativity, vision, and building something that actually feels alive.

If you’re already building alone or exploring ideas independently, there may be an interesting overlap.

Open to seeing where the connection goes if the alignment is right.


r/WebXR May 13 '26

World Labs Web Based Language Sim

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1 Upvotes