Bring your immersive experiences to Android with the Scenery WebXR Viewer

Scenery WebXR Viewer: Now in Beta

Your AR experiences, accessible on any device

Why WebXR?

Scenery was built on the conviction that immersive experiences should be accessible without friction while providing the best possible quality. Our AR App Clips already eliminated the app download barrier on iOS while pushing for the best-in-class visual fidelity, tracking stability and comprehensive set of AR features.
Focusing on only the most sophisticated AR frameworks out there meant excluding a group of users who were running devices which lacked performance and processing power.
A conscious decision, not an easy one, as we truly believe AR needs to hit a certain level of quality to jump the perception gap from gimmick to value.

That perspective didn't change, but luckily technology evolved – and so did we.
Android devices and the WebXR standard have matured and while browser-based AR is far from being on-par with our native approach, we're finally entering a phase where on Android and the web, the quality hits a level we can support and work with.

It's the number one question we've heard the most: "What about Android?"

The WebXR Viewer is our answer. Every Scenery experience with WebXR enabled gets a shareable link that works everywhere:

  • Android — full immersive AR in Chrome
  • Desktop — interactive 3D preview in any modern browser
  • iOS — continues to use App Clips for the best native experience

No downloads. No installs. Just tap the link and you're in.

The Scenery WebXR Viewer in action.

How It Works

During the beta, getting started is simple:

  1. Request access — Reach out via our beta signup form or join the #webxr channel on our Discord.

  2. Get your entitlement unlocked — We'll enable WebXR for your account.

  3. Opt in per experience — In the Scenery editor, toggle "WebXR Support" in your experience settings. A viewer URL is automatically generated: viewer.scenery.app/{experienceId}.

  4. Share it — QR code, social media, email, embedded on your website — however you like.

Enable WebXR Support in the experience settings.

On the campaign landing page, visitors see contextual actions based on their device. Android users get a "View in AR" button. Desktop users get "View in 3D". iOS users continue to get the full App Clip experience.

What Works Out of the Box

Most of the features you know from Scenery translate directly to the web viewer. If you've built an experience in the editor, chances are it just works:

  • 3D models (USDZ) with full PBR materials and animations — keyframe, skeletal, morph targets, blend shapes
  • Interactions — tap, proximity, timers, visibility triggers, and more — your event system carries over
  • Spatial and ambient audio
  • Video textures (MP4, WebM)
  • Physics — gravity, collisions, impulses
  • Face tracking on Android
  • Image tracking in Chrome (with WebXR Incubations enabled)
  • Variables and conditional logic
  • Multi-segment experiences with scene transitions

On desktop, you get orbit camera controls to explore the scene from any angle. On Android, you're in full AR — your creations placed right in the real world.

What Works Differently

A few things behave slightly differently compared to the native iOS or visionOS experience:

  • 3D model fidelity — Most USD models render accurately. Models with subdivision surfaces may appear slightly different. Standard PBR materials work great. This improves with every update.
  • Face tracking — Uses a different tracking engine than iOS. Quality is good but not identical to the TrueDepth camera experience.
  • Image tracking — Available in Chrome but requires enabling an experimental browser flag. Not on by default.
  • Physics — Uses a different physics engine under the hood. Behavior is very close but not pixel-identical to the native app.

Known Limitations

The following features from the native Scenery app are not supported in the WebXR Viewer:

  • Custom scripting — JavaScript logic authored in the Scenery editor is not yet executed in the viewer.
  • ShaderGraph materials — Materials created in Reality Composer Pro use RealityKit-specific nodes with no web equivalent.
  • Particle systems — Particle emitters from Reality Composer Pro are not rendered.
  • .reality files — RealityKit's proprietary format cannot be loaded on the web.
  • Location-based experiences — Geo-anchored experiences using GPS or VPS cannot run in the browser.
  • Playspace-bound experiences — Experiences that define a fixed play space are not yet supported.
  • Immersive video — 180°/360° spatial video currently renders as flat video.
  • Haptic feedback — Vibration patterns are skipped.
  • Audio-reactive effects — Beat detection and frequency-based animations are not yet available.
  • Transparent video — Videos with alpha transparency (HEVC alpha) are not yet supported in the viewer.
  • Draw order groups — Custom layering of transparent overlapping objects is not yet supported.
  • In-viewer recording — Screenshots and screen recording from within the viewer are not yet available.
  • Post-processing effects — Bloom, depth of field, and other screen-space effects are not yet implemented.

If your experience relies on any of these features, it may not render as expected in the WebXR Viewer. We recommend testing before enabling WebXR for your audience.

What's on the Roadmap

We're actively working on expanding the viewer's capabilities:

  • Custom scripting support
  • Playspace-bound experiences
  • Meta Quest headset support
  • Haptic feedback (controller vibration on Quest, basic vibration on Android)
  • Immersive 180°/360° video playback
  • Transparent video (alpha channel)
  • Draw order groups
  • Post-processing effects
  • In-viewer recording and snapshots

Where It Runs

AR Mode 3D Viewer
Chrome on Android Full AR Full 3D
Chrome on Desktop Full 3D
Safari (iOS/macOS) Use the native Scenery app
Firefox Limited 3D
Meta Quest Coming soon Coming soon

Get Access

WebXR Viewer is currently available to select creators. Request beta access or reach out to us directly.

We can't wait to see your experiences reach a wider audience.

The world is spatial. Now, every screen is a window into it.

Written by:
  • Arthur Schiller Arthur Schiller
  • Marc Wicht Marc Wicht