| Feature | WebXR | Native (Unity, Unreal, Native SDK) |
|---|---|---|
Distribution | Web URL or PWA via Meta Horizon Store | Meta Horizon Store |
Setup required | Browser only, no SDK installation | Engine + Meta XR SDK setup |
Rendering performance | Limited by browser overhead | Full GPU access, higher performance ceiling |
Hand tracking | Supported via WebXR Hand Input | Full hand tracking with gestures |
Passthrough / MR | Supported via WebXR Mixed Reality | Full access to passthrough APIs |
Spatial anchors | Not supported | Supported |
Scene understanding | Not supported | Full Scene API access |
Depth API | Not supported | Supported (Quest 3 and later) |
Platform SDK features | Limited (Digital Goods API for IAP) | Full access (achievements, leaderboards, social) |
Offline support | Limited (requires service worker) | Full offline capability |
Graphics APIs | WebGL 2.0 | Vulkan, OpenGL ES |
Multi-threaded rendering | Not supported | Supported |
File system access | Sandboxed | Full access |
| Topic | Description |
|---|---|
Tools and guidance on how the WebXR development process works | |
Pointers to general VR best practices that are relevant to WebXR | |
How to use compositor layers for high-quality, high-performance display of media in WebXR | |
How to use hand-tracking in a WebXR experience | |
Describes Browser support for WebXR Mixed Reality services | |
How to use the system keyboard integration in WebXR with Browser | |
Guidance to ensure that your WebXR experience runs smoothly on Browser | |
Describes how to migrate legacy WebVR content to WebXR enabled | |
Describes how to distribute your WebXR app on the Meta Horizon Store |