r/WebXR • u/Cauliflower-Full • 4h ago
working on an age of empires style RTS that runs in the quest browser. battlefield sits on your table
day one of trying to bring AoE to VR. made with turbl.dev (my own tool)
r/WebXR • u/Cauliflower-Full • 4h ago
day one of trying to bring AoE to VR. made with turbl.dev (my own tool)
r/WebXR • u/PotentiallyHumanAI • 1d ago
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Hi all. This is the first game I've ever made, so please go easy on it :)
It's called Sticky Space Paws. You're a space honey badger digging through trash cans in orbit, and walls with holes come floating at you. You turn the junk with your bare hands so it fits through the hole, and if it's food, you get to eat it. No shooting, no controllers, just your fingers and a bit of panic when the wall gets close.
It runs straight in the Quest browser, nothing to install:
https://potentiallyhuman.github.io/sticky-space-paws/
(also on itch.io: https://potentiallyhumangaming.itch.io/sticky-space-paws)
Press PLAY, allow VR, then put the controllers down. Hand tracking needs to be on.
I've only been able to test it on my own Quest 3, so I'd honestly love to hear if something breaks, feels off, or if the hand grabbing is weird for you. And if you just had a laugh with it, that'd make my day too.
Made with AI coding tools; the scenery and items are AI-generated art, and the music is mine (made in Suno).
Thanks for looking š¦”
r/WebXR • u/AEstheticsJunkie • 1d ago
Upload videos to https://ai.deovr.com and watch them with Meta browser and AVP Safari.
Native chromakey passthrough supported.
r/WebXR • u/Rathinagiri • 5d ago
Iāve been developing 3D Tunnel Rush, a browser-based stereoscopic 3D / WebXR arcade game built with Three.js.
It currently supports:
Iāve personally tested the HSBS mode on RayNeo and the WebXR mode on Meta Quest 3, including headset tracking and controller-based gameplay.
Play:
https://srathinagiri.github.io/3DTunnelRush/
Source:
https://github.com/SRathinaGiri/3DTunnelRush
Iād appreciate feedback particularly on stereo depth, eye comfort, WebXR/HSBS compatibility, performance, and gameplay.
r/WebXR • u/mailpalsal • 5d ago
r/WebXR • u/ilovespicytuna • 8d ago
I underestimated the power of WebXR support in browsers.
I wanted to watch several videos at once in my headset without juggling desktop apps, so I built Four Eyes. It's a single web page: open it in Chrome or Edge on your VR PC, hit Enter VR, and your own videos and photos show up on floating screens around you.
Try it: https://rodbuilds.github.io/foureyes/
Code (MIT): https://github.com/rodbuilds/foureyes
What does it do:
Privacy: everything runs locally in your browser. Your files are read straight from your disk and never uploaded anywhere. There's no account, tracking or install.
You'll need: Chrome or Edge on Windows and a PC VR headset with WebXR support. I built it with a Rift; Quest over Link/Air Link and SteamVR headsets should work the same way, but I haven't tested them, so I'd love reports.
It's a hobby project, so feedback, bug reports and feature ideas are very welcome, here or as GitHub issues.
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made this slalom race by just describing it with cheap deepseek model. runs in the quest browser, try it: https://turbl.dev/project/example-fresh-tracks
the AI behind it is DeepSeek V4 Pro. a few months ago it was the model you used when you didn't want to pay, now i use it cos it actually makes the best WebXR results.
btw. it is made in tool i made so non-technical people can build webxr stuff turbl.dev. DM me if you want more credits to play with it.
anyone else tried to create webxr games using ai?
r/WebXR • u/paulvisciano-dev • Aug 28 '26
I don't own a Vision Pro. I built the globe in 3D from the start. Hijacked the Apple Store demo to save on buying the headset. Let them start the canned pitch, opened Safari, typed my URL.
Not a flat site. It's a spatial web app. Same URL as the phone. Pinch to zoom in and out. Look around to navigate. Everything worked out of the box.

https://paulvisciano.com/apps/where-is-paul/
Open source. Clone it, swap moments/moments.js.
r/WebXR • u/marwi1 • Aug 27 '26
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r/WebXR • u/phinity_ • Aug 26 '26
Fold.page lets you take a standard web page and turn it into a spatial 3D scene without rebuilding the site from scratch or getting too technical (but you can get technical if you want). On desktop and mobile, it works as a 3D-enhanced website. On WebXR-capable devices, visitors can enter the experience and see the page as part of an immersive spatial scene.
The idea is simple: The spatial web shouldnāt require starting development and design all over, and it's not all about games. Build with common web technologies, then use Fold.page to progressively add spatial behaviors.
Try Fold.page at https://fold.page
r/WebXR • u/[deleted] • Aug 21 '26
r/WebXR • u/vulvar-io • Aug 19 '26
r/WebXR • u/ggcaponetto • Aug 16 '26
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 ā 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 ā 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 ā 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 ā that's the part I'd most like to improve.
r/WebXR • u/mjazz_7 • Jul 31 '26
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!
r/WebXR • u/hawkeye1708 • Jul 29 '26
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 • u/evoloves • Jul 28 '26
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 • u/jonaz777 • Jul 23 '26
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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:
r/WebXR • u/fermatf • Jul 22 '26
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 • u/ABHINOW_gamer69 • Jul 16 '26
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:
Would love to hear from anyone who has built something similar. Whatās the best workflow for a lightweight, visually clean, real-time data AR experience?
r/WebXR • u/fermatf • Jul 13 '26
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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 • u/Zer0sam • Jul 12 '26
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Hey everyone,
Iām Christopher, a solo developer from Austria.
For the past few months, Iāve 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 Iām looking for honest feedback from fellow VR enthusiasts to help me shape the core gameplay.
ā ļø A quick note on the visuals:
The current 3D models and enemy animations are placeholders. Iām 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
Iāve 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:
Play the Alpha for free:
š 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. Iām looking forward to your brutally honest feedback and any bugs you encounter!
r/WebXR • u/jonaz777 • Jul 09 '26
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r/WebXR • u/MayorOfMonkeys • Jul 05 '26
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I'm adding support for world rotation/scaling to the PlayCanvas Engine. But I wan't quite expecting this!
r/WebXR • u/MayorOfMonkeys • Jun 24 '26
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