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3D Design & Development

A Practical Guide to WebXR

The web standard for delivering virtual and augmented reality experiences in the browser, without installing an app.

Imogen Clarke Imaging & 3D Lead 2 min read 20 views
A Practical Guide to WebXR

The key figures

Standard
the W3C WebXR Device API
Modes
immersive VR and immersive AR sessions
Libraries
Three.js and other frameworks support WebXR
Security
requires a secure context over HTTPS

Why this is worth getting right

WebXR lets people try AR and VR from a link, but device and browser support vary and performance budgets are tight.

Do this, not that

Do

  • Check support on the target devices and browsers
  • Keep models light for mobile performance
  • Offer a non-XR fallback view
  • Test with the headsets and phones your audience uses
  • Design comfortable motion for VR

Don’t

  • WebXR as the only way to view content
  • Heavy scenes that drop frames
  • Motion that causes discomfort
  • Assuming support on all phones

When to bring in help

Our advice Bring in help when planning browser-based AR or VR experiences.

Where this comes from

The figures and practices above come from the sources listed.

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Where to go next

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The work behind this article, and what it costs.

Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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