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Three-Live – Run Live Three.js on Android and iOS (and WebXR)

Google has released Three-Live, an experimental on-device JIT compiler that turns live, AI-generated Three.js code into native rendering on Android via Google Filament and ARCore, on iOS via ARKit and RealityKit, and on the web via WebGL2 and WebXR. The project, which Google labels "not an officially supported Google product," ships a 3D and AR studio under 54 KB gzipped and a spatial computing studio under 66 KB gzipped (151 KB gzipped with all plugins), addressing gaps where iOS Safari, iOS WKWebView and Android System WebView lack WebXR support. Three-Live targets LLM-generated Three.js scenes, running them in an on-device sandbox so animate() loops, KHR_interactivity and spatial plugins stay interactive instead of being flattened into static .usdz or .glb handoffs to AR Quick Look and Scene Viewer.

read16 min views3 publishedNov 3, 2026
Three-Live – Run Live Three.js on Android and iOS (and WebXR)
Image: Michielbdejong (auto-discovered)

Disclaimer: This is not an officially supported Google product.

AI-First Native 3D & AR: On-device JIT compiler turning live, AI-generated Three.js into native Android Filament, iOS RealityKit, and WebXR.

LLMs excel at generating Three.js code. Three-Live compiles it on-device in a sandbox and renders natively with Google Filament and Scene Viewer on Android, Apple RealityKit and Quick Look on iOS, and WebGL2 and WebXR on Web.

Live interactive playgrounds (no build required):

Playground hub — Launch either studio in your desktop, mobile, or headset browser. <three-live> 3D and AR studio — Procedural Three.js editor, PBR inspector, and 1-tap USDZ, GLB, and AR export (< 54 KB gz). <xr-live> spatial computing studio — 6DoF WebXR, spatial HTML <div slot="spatial"> cards, depth physics, hand tracking, 14 spatial plugins, and 5 simulation plugins (< 66 KB gz core, < 151 KB gz full).

In practice, browser WebXR (navigator.xr) only covers part of the device landscape:

  • iOS Safari, iOS WKWebView, and Android System WebView don't support WebXR. A WebXR-only app can't enter AR in Safari on iPhone or iPad, and can't run WebXR inside an embeddedWebView orWKWebView in a native mobile app.
  • Static OS handoffs (AR Quick Look and Scene Viewer) strip interactivity. Exporting a static.usdz or.glb file to the OS previewer works for viewing a model, but drops JavaScriptanimate() loops, custom state, and interactive plugins.
  • Browser WebXR doesn't use native spatial compositors. In Chrome on Android, WebXR renders WebGL2 in the browser process rather than using Google Filament or Jetpack XR SceneCore'sHomeSpace shared space. On visionOS, browser WebXR runs in an isolated fullscreen VR session without camera passthrough or SwiftUI Shared Space integration.

Three-Live solves this by compiling the same Three.js script on-device and running it natively on each platform's own engine. The following table shows what you get in each environment:

Target environment What happens with browser WebXR or static AR handoff What you can do with Three-Live and XR-Live
iPhone and iPad (native SwiftUI app) WKWebView has no WebXR;AR Quick Look only shows static.usdz files Run live Three.js scenes, animate() loops,KHR_interactivity , and spatial plugins natively inARKit and RealityKit (ARView andRealityView ).
Android phones and tablets (native Compose or View app) android.webkit.WebView has no WebXR;Scene Viewer only shows static.glb files Compile Three.js over JNI and render natively in Google Filament and ARCore (XRLiveRuntimeSession ) inside your app UI.
Android XR and Apple Vision Pro headsets Browser WebXR is isolated in a fullscreen WebGL session Attach native Jetpack XR SceneCore (GltfEntity ,MovableComponent ,Anchor ) orRealityKit entities that live in the system shared space alongside native panels.
Mobile and headset web browsers Standard WebXR works on Android Chrome and headsets; iOS Safari has no WebXR Run 6DoF WebXR where supported, with automatic Stereo SBS, gyroscope, and in-memory .usdz and.glb AR handoff on iOS Safari.

Three-Live keeps its web footprint small so you can drop 3D or XR into a page without shipping unused code. Every bundle and plugin works on both prebuilt .glb, .usdz, and .spz assets and live <script type="text/three"> scenes:

  • Compact core (< 25.5 KB to < 66 KB gz): The 3D viewer (three-live-viewer.min.js ) is< 25.5 KB gz (< 54 KB gz with the live Three.js compiler), and the WebXR viewer (xr-live-viewer.min.js ) is< 46 KB gz (< 66 KB gz with the live Three.js compiler).
  • Core 3D and animation plugins (<three-live>, 9 plugins): Optional add-on bundles (three-live-extras.min.js at< 17 KB gz andthree-live-animation.min.js at< 6.5 KB gz , or< 69 KB gz combined inthree-live-full.min.js ) addKHR_interactivity behavior graphs, PBR Next materials, HDRI and spherical-harmonics lighting, contact shadows, 3D hotspots, 64-joint GPU skeletal skinning, morph targets, and keyframe cross-fading.
  • Spatial computing plugins (<xr-live>, 14 plugins, < 52 KB gz): Each advanced spatial capability inxr-live-plugins.min.js is a standalone, zero-dependency plugin (~2 to 5 KB gz each) with a matching native implementation in the Android and iOS SDKs.
  • Simulation and scenario plugins (xr-live-sim.min.js, 5 plugins, < 22 KB gz): Five plugins for games, training drills, and safety walkthroughs add a controllable character, autonomous steering agents, integrity and trigger zones, checklist objectives with scoring and timers, and procedural audio cues across Web, Android, and iOS.

The following table lists the nine modular 3D and animation plugins included in three-live-extras.min.js, three-live-animation.min.js, and three-live-full.min.js:

Plugin Attribute or API What it adds
interactivity userData.interactivity ,KHR_interactivity Compiles and executes glTF KHR_interactivity behavior graphs (onSelect ,onHoverIn ,onStart ,toggleTransform ,interpolate ,cycleMaterialColor , andsendEvent ) with step and tween budgets.
materials MeshPhysicalMaterial PBR Next material properties ( clearcoat ,transmission ,ior ,thickness ,attenuationColor ,sheen ,iridescence , andanisotropy ).
envmap environment-image ,skybox-image ,exposure Procedural studio environment lighting, HDRI skyboxes, and 9-band spherical-harmonics diffuse irradiance.
shadows shadow-intensity ,shadow-softness Soft ground-plane contact shadows and dynamic shadow-map updates matching scene bounds.
hotspots slot="hotspot-*" ,data-position ,data-normal 3D surface-anchored HTML annotations with normal-facing visibility culling and SVG leader lines.
webxr ar ,ar-modes ,ar-scale ,ar-placement Zero-server runtime .glb and.usdz packaging for 1-tap mobile AR handoff across WebXR, Android Scene Viewer, and iOS Quick Look.
skinning animation-name ,autoplay 64-joint GPU vertex skinning and skeletal hierarchy evaluation.
morph morphTargetInfluences GPU morph-target vertex displacement and weight blending.
keyframes animationCrossfadeDuration Linear, step, and cubic-spline ( CUBICSPLINE ) TRS keyframe interpolation with smooth clip cross-fading.

The following table lists the seven perception, rendering, and AI plugins in xr-live-plugins.min.js:

Plugin Attribute or userData.xr trait What it adds across WebXR, Android Filament, and iOS RealityKit
head-follow xr.follow ,xr.orbit Lazy HUD head or hand follow with an angular deadzone and critically damped spring, plus 3D satellite orbits.
manipulation-handles xr.handles Four top-corner uniform scale handles and a bottom pedestal yaw-rotation bar that emit xr-handles-change events.
world-understanding world-understanding="planes reticle" Real-world plane and mesh tracking, surface-normal gaze reticle, XRTapeMeasure , and 2D-to-3D bounding-box unprojection (detectObjects ).
gemini-live connectGeminiLive() ,xr.holdToAsk Real-time bidirectional WebSocket vision and 16/24 kHz PCM voice streaming, barge-in cancellation, live transcription, and press-and-hold mesh queries.
spatial-paint spatial-paint="#38bdf8" Pinch-to-paint 3D Catmull-Rom spline strokes extruded as twist-free parallel-transport tubes with undo() andclear() .
depth-particles xr.particles GPU-friendly rain ,snow ,sparks , andconfetti emitters (up to 2,000 particles per emitter) that collide with floors and real-world depth maps.
splat- xr.splatUrl ,allow-remote-splats Streams .splat and.spz (v2 and v3) 3D Gaussian Splats (up to 1,000,000 splats) with per-frame 16-bit counting sort.

The following table lists the seven CAD, layout, locomotion, and multi-user plugins in xr-live-plugins.min.js:

Plugin Attribute or userData.xr trait What it adds across WebXR, Android Filament, and iOS RealityKit
spatial-measure spatial-measure="bounds|tape|all" ,xr.dimensions Live W × H × D bounding-box dimension callout bars with 3D vector-glyph labels (m ,cm ,mm ,in , andft-in ) and point-to-point AR tape measure.
magnetic-snap magnetic-snap ,xr.snapTo ,xr.snapSocket Magnetic socket snapping with 1.25× breakaway hysteresis and pulsing preview rings, plus Cartesian grid, yaw angle, and surface snapping.
gaze-dwell gaze-dwell ,xr.gaze Hands-free eye and head gaze raycasting with EMA smoothing, 1.5° micro-saccade grace cone, and radial dwell progress ring (select orask ).
exploded-view explode="0..1" ,section-plane ,xr.explode Multi-part CAD assembly explosion with staggered layers, dashed leader lines, two-hand spread gesture, and GPU cross-section slicer.
persistent-anchors persistent-anchors ,persist-url-hash ,xr.anchor.persist Three-tier pose persistence across reloads and sessions via shareable #xr-state=<base64url> URLs,localStorage , and native anchors.
spatial-locomotion locomotion="teleport snap-turn" ,xr.navigable Ballistic parabolic teleport arc with walkable and blocked surface validation, thumbstick snap-turn or smooth glide, and a 120ms FOV comfort vignette.
shared-room shared-room="<id>|wss://..." ,xr.sync Zero-dependency multi-user co-presence ( 20 Hz quantized avatars and laser rays, optimistic grab locks with deterministic tie-breaking, and synced explode and paint).

The following table lists the five simulation plugins in xr-live-sim.min.js (see Simulation plugins for full details):

Plugin Attribute or userData.xr trait What it adds across Web, Android Filament, and iOS RealityKit
character-controller character-controller ,xr.character Capsule kinematics with floor and slope stepping, jump with coyote time, keyboard, gamepad, and touch-joystick input, and third-person ,first-person ,top-down , orfixed-camera rig follow.
steering-agents steering-agents ,xr.agent Autonomous kinematic agents ( patrol ,chase ,flee ,follow , andwander ) with vision-cone target acquisition, obstacle avoidance, andagentstatechange andagentreach events.
hit-zones hit-zones ,xr.integrity ,xr.zone ,xr.spawner Part and target integrity with world-space bars, hit flashes,projectile ,hitscan , andcontact interactions, burst fragments, colored triggerzone volumes, and timed templatespawner pooling.
objectives objectives ,scenario-timer ,target-score ,attempts ,xr.objective Ordered or unordered checklist objectives ( reach ,clear ,collect ,activate , andhold ), score, attempt counter, countdown timer, HUD overlay (sim-hud ), andscenario-reset-key resets.
synth-audio synth-audio ,synth-volume ,xr.audioCues Zero-asset procedural audio synthesis ( beep ,chime ,buzz ,thud ,sweep ,click ,alarm , andwhoosh ) bound to simulation events via Web Audio, AndroidAudioTrack , and iOSAVAudioEngine .

Because LLMs already know Three.js, an agent or backend can generate a complete interactive 3D or XR scene in 15 to 30 lines of JavaScript without external binary assets. Three-Live executes client scripts inside a dedicated Web Worker or an opaque-origin <iframe sandbox="allow-scripts"> (connect-src 'none') on the web, and inside a sandboxed Rust Boa VM on Android and iOS—with network and storage globals removed, Object.prototype frozen, CPU instruction fuel limits, and scene geometry memory quotas.

The following table compares <three-live> with <xr-live>:

Capability <three-live> <xr-live> (extends<three-live> )
Primary use case 3D product viewers, procedural scenes, and 1-tap AR handoff Interactive 6DoF WebXR, native mobile XR, spatial UI cards, depth physics, and hand tracking
Procedural <script type="text/three"> Yes (sandboxed Web Worker or <iframe> JIT compiler) Yes (inherits three-author JIT compiler plususerData.xr traits)
Mobile AR and XR Universal AR handoff ( AR Quick Look ,Scene Viewer , WebXR) Native Android ( Filament andSceneCore ), native iOS and visionOS (RealityKit ), and WebXR
Spatial interaction Orbit controls, mesh picking, 3D surface hotspots, KHR_interactivity Declarative userData.xr traits (grab ,scale ,billboard ,anchor ,handles ,snapTo ,gaze ,explode ,navigable ,sync ), 14 spatial plugins, 5xr-live-sim simulation plugins, 25-joint hands, andKHR_interactivity
Spatial HTML UI 2D screen-space overlay hotspots ( slot="hotspot-*" ) 3D textured and raycastable HTML cards ( <div slot="spatial"> )
Default bundle budget < 25.5 KB gz (viewer),< 54 KB gz ( three-live.min.js ) < 46 KB gz (viewer),< 66 KB gz ( xr-live.min.js ),< 151 KB gz ( xr-live-full.min.js )
<script type="module" src="https://github.com/dist/three-live.min.js"></script>

<three-live allow-client-scripts camera-controls ar auto-rotate style="width: 100%; height: 480px; display: block;">
  <script type="text/three">
    const mesh = new THREE.Mesh(
      new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16),
      new THREE.MeshStandardMaterial({ color: 0x4285f4, metalness: 0.6, roughness: 0.2 })
    );
    scene.add(mesh);
  </script>
</three-live>
<script type="module" src="https://github.com/dist/xr-live-full.min.js"></script>

<xr-live
  allow-client-scripts
  xr-mode="inline-ar"
  xr-depth="occlusion-physics"
  xr-hands="gestures"
  world-understanding="planes reticle"
  spatial-paint="#38bdf8"
  camera-controls
  style="width: 100%; height: 560px; display: block;">
  <xr-anchor name="chair" src="https://github.com/models/chair.glb" position="0 0 -1.2" data-xr-traits="grab scale anchor"></xr-anchor>

  <div slot="spatial" data-position="0.45 0.9 -1.1" data-xr-traits="grab billboard">
    <div style="padding: 14px; background: #0f172a; color: #fff; border-radius: 12px;">
      <h4>Spatial product card</h4>
      <button>Pinch to interact</button>
    </div>
  </div>
</xr-live>

If you use a bundler and only need specific spatial plugins on top of the < 66 KB gz <xr-live> core, import and register just those plugins:

import { XRLiveElement } from 'three-live/xr-live';
import { spatialMeasurePlugin } from 'xr-live/src/plugins/spatial-measure';
import { magneticSnapPlugin } from 'xr-live/src/plugins/magnetic-snap';

XRLiveElement.registerPlugin(spatialMeasurePlugin);
XRLiveElement.registerPlugin(magneticSnapPlugin);
python
import com.google.threelive.FilamentHelper
import com.google.threelive.XRLiveRuntimeSession
import com.google.threelive.XRLiveSceneCoreHelper

// Compile a Three.js script to a zero-copy GLB buffer and render in Google Filament
val holder = FilamentHelper.loadModelZeroCopy(script) { buffer ->
    asset.createAssetFromBinary(buffer)
}

// Drive live KHR_interactivity graphs, head-follow springs, orbits, and spatial features on each frame
val runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer)
runtime.step(dtSeconds = 1.0 / 60.0)

// Or hydrate interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCore
XRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)
python
import ThreeLiveCompiler
import RealityKit

@MainActor
func loadSpatialScene(from script: String, into arView: ARView) async throws -> XRLiveRealityKitSession? {
    let glb = try ThreeCompiler.compileToGLB(script: script)
    let entity = try await RealityKitHelper.loadEntity(fromGLB: glb)
    XRLiveRealityKit.installTraits(on: entity, in: arView)

    // Bind live KHR_interactivity and spatial traits to RealityKit SceneEvents.Update
    let session = XRLiveRealityKitSession(glbData: glb, root: entity)
    session?.installInputTargets()
    session?.start()
    return session
}
bash
$ three-live-cli convert scene.js -o output.glb

Three-Live is in Developer Preview (Alpha). It is an experimental open-source library exploring AI-driven procedural 3D and spatial computing across Web, Android, and Apple platforms.

  • Prebuilt distributions: Standalone web JavaScript bundles (three-live-web-dist.zip ), the Apple XCFramework (ThreeLiveCompiler.xcframework.zip ), the Android release AAR (three-live-compiler-release.aar ), and nativethree-live-cli binaries for macOS, Linux, and Windows are published on**GitHub Releases** .

  • Package registries: Direct consumption throughSwift Package Manager ,GitHub Releases , and theGitHub Pages CDN works today (seeInstall packages and bundles ). Publishing to public package registries (npm ,Crates.io , and Maven) is planned for a future release.

  • Release notes: SeeCHANGELOG.md for release history and architectural notes.

Web (CDN, prebuilt release, or source): #

Hosted ES module (<script>):

<script type="module" src="https://google.github.io/three-live/dist/three-live.min.js"></script>

Prebuilt bundle archive: Downloadthree-live-web-dist.zip from**GitHub Releases** . #

From source: Rungit clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build . #

iOS, macOS, and visionOS (Swift Package Manager):

.package(url: "https://github.com/google/three-live.git", from: "1.0.0")

Swift Package Manager automatically resolves the prebuilt, checksum-pinned ThreeLiveCompiler.xcframework.zip archive from GitHub Releases—no local Rust or Node.js toolchain is required. #

Android (prebuilt release AAR or source):

  • Prebuilt AAR: Downloadthree-live-compiler-release.aar (includesarm64-v8a ,armeabi-v7a , andx86_64 JNI.so libraries) from**GitHub Releases** intoapp/libs/ and addimplementation(files("libs/three-live-compiler-release.aar")) .
  • From source: Runmake android (orbash scripts/build_android_aar.sh ).

Rust CLI (three-live-cli) and crate:

  • Prebuilt binaries: Download standalone binaries for macOS (arm64 andx86_64 ), Linux (x86_64 andaarch64 ), and Windows (x86_64.exe ) from**GitHub Releases** .
  • From source: Runmake rust (npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli ).

Every bundle targets es2020, strips full license blocks (--legal-comments=none), and emits a single four-line SPDX header. The following table lists each bundle and its enforced gzipped budget:

Family Bundle file Enforced budget ( .min.js.gz ) Included capabilities
three-live three-live-viewer.min.js < 25.5 KB gz Lean .glb and.usdz WebGL2 PBR viewer, TRS animations, orbit controls, and AR packager.
three-live.min.js < 54 KB gz Standard <three-live> +three-author (<script type="text/three"> ,KHR_interactivity compiler) + AR packager.
three-live-extras.min.js < 17 KB gz Add-on plugin: KHR_interactivity VM, PBR Next extensions, HDRI and SH irradiance, dynamic contact shadows, and 3D hotspots.
three-live-animation.min.js < 6.5 KB gz Add-on plugin: 64-joint GPU skeletal skinning, morph targets, and animation cross-fading.
three-live-full.min.js < 69 KB gz All-in-one 3D bundle ( three-live +extras +animation , all nine plugins auto-registered).
xr-live xr-live-viewer.min.js < 46 KB gz Lean .glb and.usdz WebXR viewer + spatial traits (grab ,scale ,billboard ,anchor ),<div slot="spatial"> , and mobile AR bridge.
xr-live.min.js < 66 KB gz Standard <xr-live> +three-author (<script type="text/three"> ) + runtime USDZ and GLB compiler.
xr-live-extras.min.js < 10 KB gz Add-on plugin: Deep XR ( XRDepthManager ,XRHeightfieldPhysics , 25-jointXRHandGestureClassifier ),XRDesktopSimulator , Spatial Audio, Skybox, and WebMCP tools.
xr-live-plugins.min.js < 52 KB gz Add-on plugin bundle registering all 14 spatial plugins ( head-follow ,manipulation-handles ,world-understanding ,gemini-live ,spatial-paint ,depth-particles ,splat- ,spatial-measure ,magnetic-snap ,gaze-dwell ,exploded-view ,persistent-anchors ,spatial-locomotion ,shared-room ).
xr-live-sim.min.js < 22 KB gz Add-on simulation plugin bundle registering all five simulation plugins ( character-controller ,steering-agents ,hit-zones ,objectives ,synth-audio ).
xr-live-full.min.js < 151 KB gz All-in-one 3D, XR, and simulation bundle ( three-live-full +xr-live +xr-live-extras + all 14 spatial plugins + all 5 simulation plugins).

The following guides cover the web components, spatial plugins, native SDKs, and LLM authoring workflows:

Guide Audience Contents
docs/three-live.md Web and mobile developers Complete <three-live> reference: attributes, JavaScript viewer API, DOM events,KHR_interactivity authoring, 3D hotspots, PBR Next and HDRI, animations, and sandboxing.
docs/xr-live.md Spatial and XR developers Complete <xr-live> and plugins guide: why native bridges matter, optional plugin registration, canonicaluserData.xr traits, all 14 spatial plugins, the fivexr-live-sim simulation plugins,<div slot="spatial"> cards, depth and physics, 25-joint hands, WebMCP, and native Android and iOS runtimes.
docs/cookbook.md All developers Copy-pasteable recipes for e-commerce configurators, precision manipulation handles, Gemini Live spatial assistants, 3D spatial paint, CAD exploded views and measurements, magnetic snapping and persistent anchors, multi-user co-presence, and interactive training and simulation drills ( xr-live-sim ).
docs/llm-guide.md LLMs and agents Copy-paste system prompt snippet, canonical userData.xr anduserData.interactivity schemas, strictTHREE.* allowlist, scene quotas, and few-shot templates.
AGENTS.md Coding agents Repository rules, three-target cross-platform parity contract, build and test commands, bundle budgets, and security invariants.
skills/ Agent skills Progressive-disclosure SKILL.md skills for authoring scenes (three-live-authoring ) and developing plugins (xr-live-plugin-dev ).
llms.txt and llms-full.txt LLM context feeds Single-file concise index ( llms.txt ) and complete concatenated reference (llms-full.txt ) for LLM context windows.
CHANGELOG.md All users Release notes and architectural summary for the Developer Preview release.

Run make (or make help) from the repository root to build packages, run tests, or open the interactive studio demos:

$ make doctor        # Check installed toolchains (Node, Rust, Xcode, Android NDK)
$ make web           # Compile all <three-live> and <xr-live> JS bundles and embedded engine
$ make web-demo      # Launch web playgrounds at http://localhost:8888/three/ and /xr/
$ make test          # Run full web, Rust compiler, and mobile parity test suites
$ make ios-demo      # Build XCFramework, generate .xcodeproj, and open in Xcode (macOS)
$ make android-demo  # Build JNI .so slices and debug Compose APK, and open Android Studio

The repository is organized into the following directories:

three-live/
├── Makefile               # Unified web, Rust, iOS (Xcode), and Android Studio build targets
├── three-live/            # Core 3D and AR engine and <three-live> Web Component
├── xr-live/               # Spatial computing and Deep XR SDK, <xr-live>, 14 spatial plugins, and 5 sim plugins
├── mobile/                # Native Android (Kotlin, Filament, SceneCore) and iOS (Swift, RealityKit) SDKs
├── compiler/              # In-process Rust procedural Three.js to GLB and USDZ compiler and CLI
├── docs/                  # Reference documentation for <three-live>, <xr-live>, and LLMs
├── examples/              # Web and mobile example applications
└── scripts/               # Build and bundle verification scripts
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