WebXR (VR/AR in Browser) Implementation for Website

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.
Development and maintenance of all types of websites:
Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

Our competencies:
Development stages
Latest works
  • image_website-b2b-advance_0.png
    B2B ADVANCE company website development
    1215
  • image_web-applications_feedme_466_0.webp
    Development of a web application for FEEDME
    1161
  • image_websites_belfingroup_462_0.webp
    Website development for BELFINGROUP
    852
  • image_ecommerce_furnoro_435_0.webp
    Development of an online store for the company FURNORO
    1043
  • image_crm_enviok_479_0.webp
    Development of a web application for Enviok
    823
  • image_bitrix-bitrix-24-1c_fixper_448_0.png
    Website development for FIXPER company
    815

WebXR Implementation (VR/AR in Browser) on Website

WebXR Device API allows you to run VR and AR experiences directly in the browser without installing apps. Users open a page in Chrome on Android or Safari on iPhone and enter augmented reality. On desktop with a VR headset (Meta Quest Browser, Valve Index + SteamVR) — virtual reality.

Browser Support

AR (immersive-ar): Chrome Android 90+, Samsung Internet 14+. iOS/Safari — via WebXR Viewer or native AR Quick Look (USDZ files).

VR (immersive-vr): Chrome Android with Cardboard headset, Meta Quest Browser, Firefox Reality, Valve Index via SteamVR.

Inline (3D in page without headset): all browsers with WebGL.

Support check:

const isARSupported = await navigator.xr?.isSessionSupported('immersive-ar')
const isVRSupported = await navigator.xr?.isSessionSupported('immersive-vr')

Three.js + WebXR

Three.js has built-in WebXR support:

npm install three @types/three
import * as THREE from 'three'
import { ARButton } from 'three/examples/jsm/webxr/ARButton'
import { VRButton } from 'three/examples/jsm/webxr/VRButton'
import { XRControllerModelFactory } from 'three/examples/jsm/webxr/XRControllerModelFactory'

function WebXRScene({ mode }: { mode: 'ar' | 'vr' }) {
  const mountRef = useRef<HTMLDivElement>(null)

  useEffect(() => {
    const container = mountRef.current!

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
    renderer.setPixelRatio(window.devicePixelRatio)
    renderer.setSize(container.clientWidth, container.clientHeight)
    renderer.xr.enabled = true  // Enable WebXR
    container.appendChild(renderer.domElement)

    const scene = new THREE.Scene()
    const camera = new THREE.PerspectiveCamera(70, container.clientWidth / container.clientHeight, 0.01, 100)

    // Lighting
    scene.add(new THREE.AmbientLight(0xffffff, 1))
    const dirLight = new THREE.DirectionalLight(0xffffff, 2)
    dirLight.position.set(0, 5, 3)
    scene.add(dirLight)

    // AR/VR Button
    const button = mode === 'ar'
      ? ARButton.createButton(renderer, {
          requiredFeatures: ['hit-test'],        // Surface detection
          optionalFeatures: ['dom-overlay'],     // UI over AR
          domOverlay: { root: container },
        })
      : VRButton.createButton(renderer)

    document.body.appendChild(button)

    // VR Controllers
    if (mode === 'vr') {
      const controllerModelFactory = new XRControllerModelFactory()

      for (let i = 0; i < 2; i++) {
        const controller = renderer.xr.getController(i)
        controller.addEventListener('selectstart', onSelectStart)
        controller.addEventListener('selectend', onSelectEnd)
        scene.add(controller)

        const controllerGrip = renderer.xr.getControllerGrip(i)
        controllerGrip.add(controllerModelFactory.createControllerModel(controllerGrip))
        scene.add(controllerGrip)
      }
    }

    // Hit testing for AR (placing objects on surfaces)
    let hitTestSource: XRHitTestSource | null = null
    let hitTestSourceRequested = false
    const reticle = createReticle()
    scene.add(reticle)

    renderer.xr.addEventListener('sessionstart', async () => {
      if (mode !== 'ar') return
      const session = renderer.xr.getSession()!
      const viewerSpace = await session.requestReferenceSpace('viewer')
      hitTestSource = await session.requestHitTestSource!({ space: viewerSpace })!
    })

    renderer.setAnimationLoop((timestamp, frame) => {
      if (mode === 'ar' && frame) {
        // Hit test — find surface under camera
        const referenceSpace = renderer.xr.getReferenceSpace()!
        const hitTestResults = frame.getHitTestResults(hitTestSource!)

        if (hitTestResults.length > 0) {
          const hit = hitTestResults[0]
          const pose = hit.getPose(referenceSpace)
          if (pose) {
            reticle.visible = true
            reticle.matrix.fromArray(pose.transform.matrix)
          }
        } else {
          reticle.visible = false
        }
      }

      renderer.render(scene, camera)
    })

    function onSelectStart(event: THREE.Event) {
      // On controller press in AR — place object on surface
      if (reticle.visible) {
        const geometry = new THREE.BoxGeometry(0.1, 0.1, 0.1)
        const material = new THREE.MeshStandardMaterial({ color: 0x2563eb })
        const mesh = new THREE.Mesh(geometry, material)
        mesh.position.setFromMatrixPosition(reticle.matrix)
        mesh.quaternion.setFromRotationMatrix(reticle.matrix)
        scene.add(mesh)
      }
    }

    return () => {
      renderer.setAnimationLoop(null)
      renderer.dispose()
      button.remove()
      container.removeChild(renderer.domElement)
    }
  }, [mode])

  return (
    <div ref={mountRef} style={{ width: '100%', height: '600px', position: 'relative' }} />
  )
}

function createReticle(): THREE.Mesh {
  const geometry = new THREE.RingGeometry(0.05, 0.07, 32).rotateX(-Math.PI / 2)
  const material = new THREE.MeshBasicMaterial({ color: 0xffffff, side: THREE.DoubleSide })
  const reticle = new THREE.Mesh(geometry, material)
  reticle.matrixAutoUpdate = false
  reticle.visible = false
  return reticle
}

A-Frame: Declarative WebXR

For simpler VR scenes without deep customization:

npm install aframe
<!-- Full-featured VR scene in HTML -->
<a-scene>
  <a-sky color="#1a1a2e"></a-sky>

  <!-- Environment -->
  <a-plane position="0 0 0" rotation="-90 0 0" width="20" height="20" color="#0a0a1a"></a-plane>

  <!-- Interactive object -->
  <a-box
    position="-1 1 -3"
    rotation="0 45 0"
    color="#2563eb"
    animation="property: rotation; to: 0 405 0; loop: true; dur: 4000; easing: linear"
    event-set__mouseenter="color: #60a5fa"
    event-set__mouseleave="color: #2563eb"
    cursor-listener
  ></a-box>

  <!-- Camera with cursor for headsets without controllers -->
  <a-camera>
    <a-cursor
      animation__click="property: scale; startEvents: click; from: 0.1 0.1 0.1; to: 1 1 1; dur: 150"
    ></a-cursor>
  </a-camera>
</a-scene>

iOS: AR Quick Look

Safari iOS doesn't support WebXR AR, but supports AR Quick Look via USDZ files:

<!-- Native AR on iOS via USDZ -->
<a
  href="/models/product.usdz"
  rel="ar"
  id="ar-link"
>
  <img src="/models/product-preview.jpg" alt="View in AR" />
  <span>View in Your Space</span>
</a>
// Detect platform and show appropriate button
const isIOS = /iPad|iPhone|iPod/.test(navigator.userAgent)
const isAndroid = /Android/.test(navigator.userAgent)

if (isIOS) {
  // Show USDZ link
  document.getElementById('ar-link')!.style.display = 'block'
} else if (isAndroid && await navigator.xr?.isSessionSupported('immersive-ar')) {
  // WebXR AR for Android Chrome
  document.getElementById('ar-button')!.style.display = 'block'
}

3D Model Conversion

For AR Quick Look you need USDZ (iOS), for WebXR — GLTF. Convert via Blender or CLI:

# GLTF → USDZ via Apple Reality Converter (macOS) or online services
# GLB → USDZ via usd-from-gltf (npm)
npm install -g usd-from-gltf
gltf-to-usd model.glb model.usdz

What We Do

Evaluate target devices (Android WebXR, iOS USDZ, VR headsets). Implement AR product view with hit-testing — user sees product in their interior. Prepare USDZ files for iOS in parallel. Test on real devices.

Timeline: AR product view (Android + iOS) — 5–7 days. Interactive VR scene with controllers — 8–12 days.