Needle Engine

Needle Engine is a web-first 3D framework built on three.js for building games, configurators, AR/VR experiences, and interactive websites.

Built-in: Rapier Physics | WebXR (incl. iOS) | Multiplayer & VOIP | Blender & Unity Integration

Built on three.js and the glTF standard, Needle Engine delivers flexible, extensible web experiences with built-in collaboration and XR support. Use it standalone with npm or with powerful editor integrations for Unity and Blender.

Changelog | Documentation | Samples | Showcase | API Reference

npm install @needle-tools/engine

Try it now on StackBlitz | Getting Started Guide

import { Behaviour, serializable } from "@needle-tools/engine";

export class MyComponent extends Behaviour {

@serializable()
speed: number = 1;

start() {
console.log("Component started on:", this.gameObject.name);
}

update() {
this.gameObject.rotateY(this.context.time.deltaTime * this.speed);
}
}
import { Behaviour, Rigidbody, BoxCollider } from "@needle-tools/engine";

export class PhysicsBox extends Behaviour {

awake() {
// Add a physics body — Rapier is built in, no extra install needed
const rb = this.gameObject.addComponent(Rigidbody);
rb.useGravity = true;

// Add a collider
this.gameObject.addComponent(BoxCollider);
}
}
import { Behaviour, syncField } from "@needle-tools/engine";

export class SyncedCounter extends Behaviour {
// Automatically synced across all connected clients
@syncField()
count: number = 0;

onPointerClick() {
// Reassign to trigger sync (this is required for sync to work)
this.count = this.count + 1;
}
}
import { onStart, onUpdate } from "@needle-tools/engine";

onStart((context) => {
console.log("Engine started!");
});

onUpdate((context) => {
// Called every frame
});

WebXR & AR — immersive experiences on Android and iOS

  • WebXR support including WebXR on iOS
  • WebXRImageTracking — AR image targets with full tracking lifecycle
  • WebXRPlaneTracking — AR surface detection
  • Interactive QuickLook for AR on Vision Pro

Scene & Asset Management

  • SceneSwitcher — load different scenes / hierarchies by URL
  • AssetReference — runtime asset loading by URL
  • Multi-scene support with dynamic content loading

Physics & Interaction — Built-in Rapier physics engine

  • Rigidbody, BoxCollider, SphereCollider, MeshCollider — full physics simulation
  • DragControls — click-and-drag 3D objects with zero code
  • SpatialTrigger — proximity and enter-zone detection

Multiplayer & Networking — real-time collaboration out of the box

  • SyncedRoom + @syncField() — automatic state synchronization
  • Voip — built-in WebRTC voice chat
  • PlayerSync — player object sync on join/leave
  • SyncedCamera — camera sync for observer sessions
  • Low level networking events for full control

Rendering & Effects

  • Advanced PBR rendering with lightmap support
  • Post-processing (Bloom, DepthOfField, SSAO, ChromaticAberration, Tonemapping and more)
  • Progressive texture and mesh loading with automatic LOD generation

Animation & Media

  • Animation state machines and timeline animations
  • VideoPlayer — full video playback component
  • AudioSource — 3D spatial audio
  • Animate anything via KHR_animation_pointer

Framework Integration — works with React, Vue, Svelte, or vanilla JS/TS

See all features

Needle Engine works standalone with just npm — no editor required. For asset-heavy workflows, use our editor integrations:

Preview Example Description Links
Multiuser Cross device experience, Desktop, AR & VR (Sandbox) Real-time collaborative multiplayer sandbox experience with WebXR on Android and iOS
Image Tracking AR AR image tracking example (iOS and Android). See docs
Scrollytelling Bike Example Timeline Animation using ScrollFollow, ViewBox and FocusRect Project on Github
See-Through Walls See-Through component sample
Cursor Follow Cursor Follow sample
Animate Anything Interactive animation system Code on Stackblitzthree.js Example
Postprocessing Effects Custom magnifier effect with post-processing Code on Stackblitz
Unity ShaderGraph to MaterialX & mtlx materials Using @needle-tools/materialx
Camera Focus DIV 1 Responsive layout with camera focus Code on Stackblitz
Camera Focus DIV 2 Click-to-move camera focus example Code on Stackblitz
FastHDR Loading 10x faster than EXR, non-blocking, 95% less GPU memory Code on StackblitzLearn more
Scrollytelling Example Scroll, physics and cursor interaction: a playful 3D interactive scrollytelling website Included in Samples Package
AR Restaurant Interactive AR restaurant experience Code on Github
Custom Loading Overlay Wait for LODs with custom loading states Code on Stackblitz
React Shopping Cart E-commerce integration with React Code on Stackblitz

👋 More examples on samples.needle.tools, docs.needle.tools and in the Needle Engine Stackblitz Collection


Contact ✒️

🌵 NeedleGithubTwitterDiscordForumYoutube


Recent Changes

  • Add: turn the whole postprocessing stack on or off at runtime with PostProcessing.enabled
  • Fix: scene brightness no longer shifts when XR hand models are shown or hidden
  • Fix: the showHandModels toggle now reliably shows or hides XR hand models
  • Change: SyncedRoom warns (in development) when a room-name URL parameter overrides the roomName set on the component, making it easier to diagnose ending up in an unexpected room

Added

  • WebXRImageTracking: friendlier addImage API for registering marker images
  • Clearer diagnostics for iOS App Clip AR sessions (Needle Go), surfaced to developers (See also /.node_modules/.needle/logs)
  • Dev warning when a tracked image has an invalid marker size

Fixed

  • iOS App Clip AR (Needle Go): WebXRImageTracking tracked images are no longer dropped on the first AR entry, and markers now register correctly even when AR starts before the scene has finished loading
  • iOS App Clip AR (Needle Go) now respects the session's framebuffer scale for correct rendering resolution
  • Docs: clarified VR teleport targeting — the teleport ray hits rendered meshes, not physics colliders, so a TeleportTarget needs a visible mesh but no collider
  • AR: scenes now stay anchored to the real world (WebXR anchors, on by default) — placement survives tracking loss and keeps user adjustments; falls back to plain placement where unsupported
  • XR: clearer error when the device or browser blocks AR/VR (instead of a misleading "configuration not supported")
  • SSR: fixed builds in SvelteKit, Next.js and Nuxt ("Entry module cannot be external") and a navigator crash during server-side rendering
  • Vite: hint for PRO licenses on multi-team Needle Cloud accounts, and guidance for a known Rolldown crash in Vite 8.1
  • Updated MaterialX to 1.7.4 (instancing transforms in nodegraph functions, stable glossy reflections with prefiltered KTX2 environments)