Immersive Web SDK 1.0: Build for Quest and Meta VR Glasses with AI-Native Web Tools
Today we're excited to share that Immersive Web SDK (IWSDK) 1.0 is now available. It's the newest release of our open-source framework for building immersive experiences on the web.
Since launching IWSDK at Meta Connect 2025, we've focused on helping developers build web experiences that work across devices, from phones and computers to headsets and glasses. IWSDK now ships with a tool suite that lets your AI agent see, drive, and debug your experience, plus a scene editor you share with that agent. And starting with 1.0, it's ready to use to build for Meta VR Glasses.
With IWSDK 1.0, you have a foundation that's ready to build on for Meta VR Glasses.
What's in IWSDK 1.0: TL;DR
A foundation you can rely on: pre-built interactions, locomotion, physics, spatial UI, and mixed reality behind a stable API.
AI-native tools: your coding agent can see, control, and debug your app in the desktop emulator and now directly on a Meta Quest headset.
Agentic Scene Composer: you and your agent build the same editable 3D scene.
Ready for Meta VR Glasses: gaze and pinch work with your existing interactions, and you can test it before the glasses ship.
Keep reading below to dive into the details and see what developers have already started building with IWSDK.
The foundation: everything an immersive app needs
IWSDK is built on Three.js and a high-performance Entity Component System (ECS). Create a project and start building with essential features that come wired in:
Interactions: grab with one hand, two hands, or from a distance; point with rays; poke. It all works the same with controllers or hands.
Locomotion: smooth movement, turning, teleport, and jumping.
Physics: Havok physics runs in a dedicated Web Worker by default, reducing contention on the main rendering thread.
Spatial UI: build 3D interfaces in UIKitML, an HTML-like markup.
Mixed reality and more: plane and mesh detection, anchors, depth occlusion, camera access, and spatial audio.
IWSDK 1.0 delivers pre-built interactions, locomotion, physics, spatial UI, and mixed reality behind a stable API.
Your app is a website first. That means the scenes you build can run in a desktop browser, or become an immersive experience when a headset is available. Anyone can open it from a link, and they don't need to deal with added steps like downloading the experience from a Store or installing additional software.
An AI-native development tool suite
IWSDK was built from the start for AI-assisted development. Every new project comes with a Model Context Protocol (MCP) server and agent skills that work with an agent of your choice. Beyond writing code, your agent can look at the scene, move the headset, controllers, and hands, pause and inspect the engine, and search the real IWSDK API instead of guessing.
New in IWSDK 1.0: agents can test on a connected Quest headset. Until now, that loop ran in the desktop emulator. With 1.0, your agent can run your app on a Meta Quest plugged into your computer and test it with the same commands. The browser, the rendering, and the frame rate all come from the device, so the numbers aren't an approximation. In the video below, an agent plays every level of Hyperform on a Quest 3, profiles the slowdowns, fixes them, and replays until the game holds 90 FPS.
The Agentic Scene Composer
Building a 3D scene has historically involved working with a trade-off: A visual editor gives you direct control, but you can't automate it. On the flip side, a coding agent helps automate the work, but you can't reopen and edit what it produces. Now, the Agentic Scene Composer removes that trade-off so you and your coding agent can build the same scene together.
You work in the editor, switching from Runtime to Editor in the same window, arranging objects using your real project assets, and saving changes to the project. Your agent works in code, writing models, materials, and behaviors, placing them in the same scene, and rendering the result to check its own work. With IWSDK 1.0, it can also build individual 3D models and inspect each one from every angle before using it.
The Agentic Scene Composer is a visual editor your agent can drive. Switch between Runtime and Editor in the same window, with your real project assets in both.
We used this workflow to build Connect Island, a virtual venue with a pavilion, a session stage, and a day-night cycle. The result is a real IWSDK project that you can open and edit.
Ready for Meta VR Glasses
At Connect 2026 we announced Meta VR Glasses. They run the same operating system as Quest, and people will use them mainly with their eyes and hands. IWSDK 1.0 is ready for them, so you can start building today, before the glasses ship in spring 2027.
IWSDK treats gaze as a pointer, meaning that the user looks at a target and pinches with either hand to select it. Anything that already works with a controller or hand ray, including buttons, UI, and grabbable objects, works with gaze, and you don't need to write any gaze-specific code. One line of configuration turns it on, and the same app keeps working on Quest. You can test it three ways:
On desktop: in the emulator's Gaze + Hands mode, your cursor is the gaze and an emulated hand does the pinch.
On Quest 3 and 3S: your head direction stands in for eye tracking, and the view is cropped to the glasses' narrower field of view. This can help you tell if key UI elements are sitting too close to the edges.
On Meta VR Glasses (after launch): real eye tracking takes over. It's the same app with no changes.
The Gaze and Pinch example shows gaze working as a pointer: look at a target, pinch with either hand to select it.
The new Gaze and Pinch example above shows these patterns in one scene. If you'd rather start in the browser, the Meta v0 template includes IWSDK's WebXR setup and the glasses' input model.
Built by the community
A framework is only as good as what people build with it. Since launch, developers have used IWSDK to build games, mixed-reality experiences, and more, all running on the web:
Nanauts by James C. Kane: small AI explorers visit your living room in mixed reality.
Fizzlings: Chain of Pop by Florian Isikci: chains of coloured orbs race around a track in your real room.
Momiji Go by Bruna Worlds: a board game against a fox-masked opponent in an autumn shrine.
Pacing the Frontier by Bela Bohlender and Mike Morran: swing a pickaxe, mine, and throw servers around.
VR Billiards by Temo Kokiashvili: line up the break at a pool table in a lounge.
Left to right: Nanauts, Fizzlings: Chain of Pop, Momiji Go, Pacing the Frontier, VR Billiards.
Thank you to everyone building with IWSDK. Your projects and feedback shaped this release.
Get started with IWSDK 1.0
Starting a new IWSDK project is easy. Simply run the following in a terminal:
npm create @iwsdk@latest
Choose virtual reality, mixed reality, or desktop 3D, pick your AI coding tool, and start building. Or point your agent at iwsdk.dev/skill.md and describe what you want to build.
When you're ready to share, host your app anywhere that serves HTTPS, or package it as a Progressive Web App for the Store. If you're already working with IWSDK 0.5, be sure to update the IWSDK packages together and check the changelog for the few defaults that changed. Want to see how an IWSDK project is put together? Our open source samples include Connect Island, and a rebuild of Project Flowerbed.
Looking for a reason to start building? The Meta VR Start Developer Competition runs through November 18, 2026, and developers building immersive web experiences can enter for a chance to win their share of $1M in total prizes. See the official rules for terms and conditions.