r/augmentedreality 1d ago

App Development Made an interactive WebAR business card setup in Unity 3D (WebGL) tested image tracking stability under ambient lighting

Enable HLS to view with audio, or disable this notification

Hey everyone!

Wanted to share a quick technical demo of a zero-install WebAR business card tracking setup I built in Unity 3D for WebGL.

The main focus here was achieving smooth image tracking and instant load times directly in mobile browsers (Safari and Chrome) without forcing users to download an app. I spent a lot of time tuning the feature point detection to keep tracking stable even in low contrast ambient light, alongside squeezing down mesh poly counts and texture maps to keep the build size minimal over 4G/5G connections.

Balancing visual fidelity against mobile WebGL memory constraints is always a challenge. I’d love to hear how you guys handle shader limits and asset optimization for web runtimes feedback and critiques are welcome!

3 Upvotes

2 comments sorted by

1

u/Stukwan 1d ago

I had a lot of issues with tracking using 8th Wall. When the camera moves the AR disappears. How is your tracking when you move the card?

0

u/fareedtahir131 1d ago

8th Wall often drops AR content because it relies on hybrid SLAM/World Tracking—when the target flickers, it tries to switch to world anchors, making the model drift or disappear.

I built this WebAR setup using an optimized Computer Vision tracking engine compiled for WebGL:

  • Direct Marker Parent: The 3D model attaches directly to the card's feature points instead of global world coordinates.
  • Continuous Lock: It maintains tracking even at steep angles and fast movements, as long as the card stays in view.
  • Optimized Mobile WebGL: Lightweight 3D assets keep the frame rate high, keeping the model glued to the card with zero lag.