WebXR component to enable VR, AR and Quicklook on iOS in your scene.
It provides a simple wrapper around the NeedleXRSession API and adds some additional features like creating buttons or enabling default movement behaviour.

Hierarchy (View Summary)

Properties

arScale: number = 1

Determines the scale of the user relative to the scene in AR. Larger values make the 3D content appear smaller.
Only applies when usePlacementReticle is enabled.

autoCenter: boolean = false

When enabled, the AR session root center will be automatically adjusted to place the center of the scene.
This helps ensure the scene is properly aligned with detected surfaces.

autoPlace: boolean = false

When enabled, the scene will be automatically placed as soon as a suitable surface is detected in AR, without requiring the user to tap to confirm placement.

createARButton: boolean = true

When enabled, a button will be automatically added to NeedleMenu that allows users to enter AR mode.

createQRCode: boolean = true

When enabled, a QR code will be generated and displayed on desktop devices to allow easy opening of the experience on mobile devices.

createSendToQuestButton: boolean = true

When enabled, a button to send the experience to an Oculus Quest will be shown if the current device does not support VR. This helps direct users to compatible devices for optimal VR experiences.

createVRButton: boolean = true

When enabled, a button will be automatically added to NeedleMenu that allows users to enter VR mode.

customARPlacementReticle?: AssetReference

Optional custom 3D object to use as the AR placement reticle instead of the default one.

defaultAvatar?: boolean | AssetReference

Specifies the avatar representation that will be created when entering a WebXR session.
Can be a reference to a 3D model or a boolean to use the default avatar.

gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

showControllerModels: boolean = true

When enabled, 3D models representing the user's VR controllers will be automatically created and rendered in the scene.

showHandModels: boolean = true

When enabled, 3D models representing the user's hands will be automatically created and rendered when hand tracking is available.

sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

useDefaultControls: boolean = true

When enabled, default movement controls will be automatically added to the scene when entering VR.
This includes teleportation and smooth locomotion options for VR controllers.

useDepthSensing: boolean = false

When enabled, the 'depth-sensing' WebXR feature will be requested to provide real-time depth occlusion.
Currently only supported on Oculus Quest devices.

usePlacementAdjustment: boolean = true

When enabled, users can adjust the position, rotation, and scale of the AR scene with one or two fingers after initial placement.

usePlacementReticle: boolean = true

When enabled, a reticle will be displayed to help place the scene in AR. The user must tap on a detected surface to position the scene.

useQuicklookExport: boolean = false

When enabled, a USDZExporter component will be automatically added to the scene if none is found.
This allows iOS and visionOS devices to view 3D content using Apple's AR QuickLook.

useSpatialGrab: boolean = true

When enabled, a SpatialGrabRaycaster will be added or enabled in the scene,
allowing users to interact with objects at a distance in VR/AR.

true
useXRAnchor: boolean = false

When enabled, an XRAnchor will be created for the AR scene and its position will be regularly updated to match the anchor.
This can help with spatial persistence in AR experiences.

Accessors

  • get activeAndEnabled(): boolean

    Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get arSessionRoot(): null | WebARSessionRoot

    While AR: this will return the currently active WebARSessionRoot component.
    You can also query this component in your scene with findObjectOfType(WebARSessionRoot)

    Returns null | WebARSessionRoot

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get sessionMode(): null | XRSessionMode

    immersive-vr or immersive-ar

    Returns null | XRSessionMode

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Call to start an WebAR session

    This is a shorthand for NeedleXRSession.start("immersive-ar", init, this.context)

    Parameters

    • Optionalinit: XRSessionInit

    Returns Promise<null | NeedleXRSession>

  • Call to start an WebVR session.

    This is a shorthand for NeedleXRSession.start("immersive-vr", init, this.context)

    Parameters

    • Optionalinit: XRSessionInit

    Returns Promise<null | NeedleXRSession>

  • Call to end a WebXR (AR or VR) session.

    This is a shorthand for NeedleXRSession.stop()

    Returns void

  • Returns the WebXR button factory, creating one if it doesn't exist. Use this to access and modify WebXR UI buttons.

    Returns WebXRButtonFactory

    The WebXRButtonFactory instance

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called immediately before the scene is rendered.

    Parameters

    • frame: null | XRFrame

      Current XRFrame if in an XR session, null otherwise

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the component is destroyed. Use for cleanup operations like removing event listeners

    Returns void

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Call to enable or disable default controller rendering

    Parameters

    • enabled: boolean

    Returns null | XRControllerModel

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Called once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.

    Returns void

  • Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    onEnable() {
    this.startCoroutine(this.myCoroutine());
    }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void