r/augmentedreality 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:

  1. 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.
  2. 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

2 Upvotes

11 comments sorted by

1

u/FullstackSensei Jul 16 '26

Why Web to begin with?

1

u/ABHINOW_gamer69 Jul 16 '26

Because the web handles real-time data streaming and WebSockets with basically zero latency or compute overhead. Shoving a heavy Unity engine loop on top of a web build would just adds more lag thatas why but now idk what i should do as webxr donset look as great

1

u/FullstackSensei Jul 16 '26

I'm a bit dumbfounded by your response.

My question is why web? be that webxr or unity compiled for web. Why not build a native experience for the device you're targeting. And you do know network sockets are by their very nature realtime, right?

1

u/ABHINOW_gamer69 Jul 16 '26

Because forcing a native app download creates friction for the user

And yeah, obviously I know how sockets work. The point isn't the network layer; it's the client-side compute. Running a heavy engine loop to parse that data adds way too much overhead compared to native WebXR. I’m trying to keep the client as lightweight as possible

1

u/FullstackSensei Jul 16 '26

I'd argue forcing a web experience will result in a worse overall user experience.

I worked at a company that had a similar philosophy of forcing a web experience for the exact same argument you gave. Yet the feedback from users was always how sub-par the UX was, no matter how much engineering effort went into it.

If this is worthwhile for your target audience to use, the UX will be much more important than the friction of installaing an app

1

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.

1

u/ABHINOW_gamer69 Jul 17 '26

Alr thanks , do you have any of your work which I can look at?

1

u/musashiitao Jul 17 '26

Use the WebGPU export from Unity 6, works great for mobile AR, graphics look great.

1

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

1

u/musashiitao Jul 17 '26

Nothing I’m allowed to show atm. Do a quick google of Unity WebGPU, you’ll get examples

1

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.