PLAY WebXR on iOS

What is it?

WebXR is the new web standard for AR and VR on the web.
It's supported on Android Chrome, Oculus, HTC Vive, HoloLens, but not yet on Apple devices. This is where EyeJack X comes in with our polyfill solution, making sure that your WebXR projects can run across all AR and VR devices, including iOS.

Mockup of EJX AppClip launching on iOS

How does it work?

We use Apple App Clips to instantly launch WebXR with No App Download. It is the best of both worlds - Native AR performance with the flexibility of building on the web. Once you've created your WebXR Play link (above), when it's opened on iOS, it will simply launch the App Clip, otherwise it redirects back to the original WebXR link on supported devices.

Why WebXR?

We believe that WebXR is the best solution for AR on the Web. Out of the box, the standard supports native quality AR World Tracking, Hit Testing, Anchors, Light Estimation and upcoming support for Image Targets and Plane Detection.

It is supported by Three.js, Three Fibre, AFrame, Babylon.js and PlayCanvas and is being actively adopted by the latest VR headsets.

Threejs logo Aframe logo PlayCanvas logo Babylon.js logo Meta Quest logo Chrome logo Hololense logo HTC Vive logo
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Join our community

We would love to hear from you on how we can improve our WebXR Player. Join our Discord for announcements on latest features.

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