Glossary

WebXR

WebXR is the open W3C API for AR and VR in the browser, where "XR" is generally read as Extended Reality, covering both. Maintained by the W3C Immersive Web Working Group as the successor to the older WebVR spec, WebXR lets developers write custom AR and VR scenes that run in a browser, with access to tracking, hit detection and sensor data. Because every WebXR experience is custom-coded, it is a different category of effort from the streamlined Apple Quick Look and Google Scene Viewer mechanisms most product AR uses.

Quick Facts

Standardized by
W3C (Immersive Web Working Group)
Predecessor
WebVR (deprecated)
Supports
AR and VR
Browser support
stable in Chrome and Chromium-based browsers (including Android XR); visionOS Safari supports immersive VR sessions only; no support in iOS Safari or Firefox
Required effort
custom JavaScript development per project
Best fit
bespoke interactive 3D experiences in the browser

WebXR is the standard for AR and VR experiences that need to be hand-built inside the browser. A custom training app, a research-style interactive scene or a game-like mechanic with hit detection: those live in WebXR territory. The trade-off is that every WebXR project is a custom development effort, with the usual cost of JavaScript work, asset pipelines, hosting, maintenance and per-browser testing.

For the typical reason a website needs AR (showing a product in the customer’s room at true scale), WebXR is the wrong tool. Apple Quick Look and Google Scene Viewer already do that job natively, reach billions of phones, and work across iOS and Android with no custom code. PausAR Viewer builds on those two paths and exposes them through one Elementor widget. There is no WebXR step to implement, no Three.js scene to maintain, no Safari iOS gap to design around. WebXR remains the answer when a project genuinely needs custom interactive 3D scene logic in the browser, but it is a development project, not a plug-and-play product AR solution.

Comparison

PropertyWebXRQuick Look / Scene Viewer
Use caseCustom interactive XR scenesNative product AR placement
ImplementationCustom JavaScript developmentStandard rel="ar" / intent URL
Reach on iOSNone on phones, immersive VR only on Vision ProFull on every recent iPhone, iPad and Vision Pro
MaintenancePer project, ongoingNone, OS handles it

FAQ

Do I need WebXR for a simple AR product preview?

No. For 'place this product in your room', Apple Quick Look on iOS and Google Scene Viewer on Android cover it natively, and PausAR Viewer exposes both through one Elementor widget. WebXR would add a custom development project without a benefit for that use case.

When is WebXR the right choice?

When the experience itself has to be custom-built: configurators with live hit detection in the room, game-like mechanics, research prototypes, or training apps with custom scene logic. WebXR is a development framework, not a turn-key product AR solution, so it is the right call only when the requirements actually need that level of custom code.

Does WebXR work on iPhone?

Not on iPhone or iPad: iOS Safari does not support WebXR. visionOS Safari supports immersive VR sessions but not the AR module. For iOS product AR, the native path is Apple Quick Look, which PausAR Viewer uses by default.

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