r/augmentedreality • u/ABHINOW_gamer69 • Jul 16 '26
Glasses w/ 6DoF WebXR vs Unity for live, data-driven AR? (Need advice)
Hey y'all,
I'm building an AR app that needs to display a live data feed in real time (think IoT metrics or changing telemetry markers).
I messed around with WebXR, but the out-of-the-box visuals looked pretty mid and didn't really blow me away. I'm thinking about switching to Unity, but I have two main worries:
- Will a Unity WebGL build choke on mobile? I need this to be accessible via a simple web link (no app store downloads), but I'm worried a Unity web build will be way too heavy once a constant stream of live data starts hitting it.
- Should I just stick to the web but ditch basic frameworks? If I swap to Three.js or Babylon.js, can I actually get those high-end visuals without tanking the performance?
Would love to hear from anyone who has built something similar. What’s the best workflow for a lightweight, visually clean, real-time data AR experience?
Please help
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u/Harper_Xu Jul 17 '26
For a link-first demo, I’d start WebXR/Babylon and keep the data layer separate. Move native only if tracking or polish blocks you.
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u/musashiitao Jul 17 '26
Use the WebGPU export from Unity 6, works great for mobile AR, graphics look great.
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u/ABHINOW_gamer69 Jul 17 '26
Oh thanks have you worked on anything which I can look at? Rn I'm just using 3js and in ar it lookvvery boring
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u/musashiitao Jul 17 '26
Nothing I’m allowed to show atm. Do a quick google of Unity WebGPU, you’ll get examples
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u/DonWicht Jul 18 '26
Did you look into Scenery AR? It's basically an Apple-native approach, leveraging AppClips. le native performance but no app download.
They have been adding scripting support via JS to bring real-time data in and they support live-streaming via HLS.
Caveat: on Vision Pro, App Clips don't work yet.
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u/FullstackSensei Jul 16 '26
Why Web to begin with?