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Scenery on the Web (WebXR) Beta ​

The WebXR Viewer brings your experiences to the browser – no app install needed. Every experience with WebXR enabled gets a shareable link that works across devices:

  • Android – full immersive AR in Chrome.
  • Desktop – an interactive 3D preview in any modern browser (orbit the scene from any angle).
  • iOS – continues to use App Clips for the best native experience.

Beta

The WebXR Viewer is in beta. Browser-based AR is improving quickly but isn't yet on par with the native experience, so test before sharing with your audience.

Introducing the Scenery WebXR Viewer

Enabling WebXR ​

WebXR is available to every creator – you opt in per experience:

  1. In the editor's Experience settings, turn on WebXR support.
  2. A viewer URL is generated automatically (viewer.scenery.app/{experienceId}).
  3. Share it however you like – QR code, social media, email, or embedded on your own site.

The WebXR Support toggle in the experience settings, with the Beta badgeEnable WebXR Support in the experience settings.

On a campaign landing page, visitors see an action that matches their device: Android users get View in AR, desktop users get View in 3D, and iOS users get the full App Clip.

What works ​

Most of what you build in the editor carries straight over to the web:

  • 3D models with full PBR materials and animations (keyframe, skeletal, morph targets / blend shapes).
  • Interactions – tap, proximity, timers, visibility triggers, and the rest of the event system.
  • Spatial and ambient audio.
  • Video textures (MP4, WebM).
  • Physics – gravity, collisions, impulses.
  • Face tracking (Android).
  • Image tracking (Chrome, with an experimental browser flag enabled).
  • Variables and conditional logic.
  • Multi-segment experiences with scene transitions.

What works differently ​

A few things behave slightly differently from the native iOS / visionOS experience:

  • 3D model fidelity – most models render accurately; some advanced surface features (e.g. subdivision surfaces) may look slightly different. This improves with each update.
  • Face tracking – uses a different tracking engine than the native depth camera. Good, but not identical.
  • Image tracking – available in Chrome, but requires enabling an experimental browser flag (off by default).
  • Physics – a different physics engine under the hood; very close, but not identical to the native app.

Not yet supported ​

These native features don't run in the viewer yet. If your experience relies on one, it may not render as expected:

  • Custom scripting.
  • ShaderGraph / custom shader materials (they use platform-specific shader nodes with no web equivalent yet).
  • Particle systems.
  • Location-based experiences (GPS / visual positioning).
  • Play-space-bound experiences.
  • Immersive 180° / 360° video (renders as flat video).
  • Haptic feedback.
  • Audio-reactive effects (beat detection, frequency-driven animation).
  • Transparent video (alpha channel).
  • Draw order groups.
  • In-viewer recording (screenshots / screen recording).
  • Post-processing effects.

On the roadmap ​

We're actively expanding the viewer: custom scripting, play-space-bound experiences, Meta Quest support, haptic feedback, immersive 180° / 360° video, transparent video, draw order groups, post-processing effects, and in-viewer recording.

Where it runs ​

AR mode3D viewer
Chrome (Android)Full ARFull 3D
Chrome (desktop)–Full 3D
Safari (iOS / macOS)Use the native Scenery app–
Firefox–Limited 3D
Meta QuestComing soonComing soon

Web and desktop correspond to the Desktop device category in per-device anchoring, so you can give web visitors a placement that suits a flat screen.