Disclaimer: This is not an officially supported Google product.
AI-First Native 3D, CAD & Spatial Computing: On-device JIT compiler turning live, AI-generated Three.js into native Android (Google Filament & Jetpack XR), iOS & visionOS (Apple RealityKit), and WebXR.
⚡ Quickstarts (Android • iOS • CLI • Web) • 📦 Install (JitPack • SwiftPM • Cargo • npm) • ▶ Live 3D Studio • 🥽 Live Spatial XR Studio • 📚 Docs
LLMs and developers excel at writing concise Three.js code—not hundreds of
lines of platform-specific native 3D, shader, and AR boilerplate. Three-Live
compiles standard Three.js (THREE.Mesh, THREE.CSG, userData.xr,
KHR_interactivity) on-device in a sandboxed Rust VM and renders natively in
Google Filament and Jetpack XR SceneCore on Android, Apple RealityKit and
Quick Look on iOS and visionOS, headless 4-up PNG contact sheets
(three-live-cli) for AI coding agents, and WebGL2 / WebXR on the Web.
Compile standard Three.js code over zero-copy JNI and drive native Google Filament rendering, 60 Hz physics, and Jetpack XR SceneCore spatial entities:
import com.google.threelive.FilamentHelper
import com.google.threelive.XRLiveRuntimeSession
import com.google.threelive.XRLiveSceneCoreHelper
val threeJsCode = """
const core = new THREE.Mesh(
new THREE.IcosahedronGeometry(0.55, 3),
new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.85, roughness: 0.15 })
);
core.userData.xr = { grab: '2-hand', orbit: { speed: -0.4 } };
scene.add(core);
""".trimIndent()
// Compile Three.js to a zero-copy GLB ByteBuffer and load directly into Google Filament
val holder = FilamentHelper.loadModelZeroCopy(threeJsCode) { buffer ->
assetLoader.createAssetFromBinary(buffer)
}
// Step live KHR_interactivity graphs, 60 Hz rigid-body physics, and spatial traits per frame
val runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer)
runtime.step(dtSeconds = 1.0 / 60.0)
// Or attach interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCore
XRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)Compile the exact same Three.js code into Apple RealityKit (ARView /
RealityView) or .usdz:
import ThreeLiveCompiler
import RealityKit
@MainActor
func loadSpatialScene(from threeJsCode: String, into arView: ARView) async throws -> XRLiveRealityKitSession? {
let glb = try ThreeCompiler.compileToGLB(script: threeJsCode)
let entity = try await RealityKitHelper.loadEntity(fromGLB: glb)
XRLiveRealityKit.installTraits(on: entity, in: arView)
// Bind live KHR_interactivity, 60 Hz physics, and spatial traits to RealityKit SceneEvents.Update
let session = XRLiveRealityKitSession(glbData: glb, root: entity)
session?.installInputTargets()
session?.start()
return session
}Render a 4-up orthographic/camera contact sheet (zero GPU required), run the
spatial linter for JSON frustum/overlap telemetry, compile scene.js to .glb
/ .usdz, or attach three-live-cli mcp as a zero-dependency Model Context
Protocol (MCP) stdio server (three_live_validate, three_live_render,
three_live_convert, three_live_sim, three_live_link) in Gemini CLI, Google
Antigravity, Claude Code, or any MCP client. three-live-cli link scene.js --qr
prints a playground link (and a terminal QR code) that opens the scene on a
phone, one tap from AR:
$ npx three-live-cli render scene.js --view=quad --grid --annotations -o contact_sheet.png
$ npx three-live-cli validate scene.js --json
$ npx three-live-cli link scene.js --qr
$ npx three-live-cli convert scene.js -o model.usdz
# Or register the built-in MCP server for closed-loop visual + spatial AI verification:
$ claude mcp add three-live -- npx -y -p three-live three-live-cli mcpOn the web, <three-live> (< 30 KB gz viewer, < 72 KB gz with the live
Three.js compiler) and <xr-live> (< 84 KB gz) render the same Three.js
scenes in WebGL2 and 6DoF WebXR with 1-tap mobile AR handoff:
// Standard Three.js scene (runs identically in Android, iOS, CLI, and Web)
const mesh = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16),
new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.8, roughness: 0.15 })
);
mesh.userData.xr = { grab: '1-hand', billboard: 'capsule' };
scene.add(mesh);-
1. Android (JitPack, GitHub Packages Maven, prebuilt release AAR, or source):
-
JitPack (
https://jitpack.io, no authentication required): Addmaven("https://jitpack.io")tosettings.gradle.kts, then add:dependencies { implementation("com.github.google.three-live:compiler:v1.3.2") // Optional adapters: :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe } -
GitHub Packages Maven (
https://maven.pkg.github.com/google/three-live): Configure the repository insettings.gradle.ktsand addimplementation("com.google.threelive:compiler:1.3.2")(plus optional:filament,:firebase-ai,:detect-mlkit,:hands-androidxr,:hands-mediapipe). -
Prebuilt AAR: Download
three-live-compiler-release.aar(includesarm64-v8a,armeabi-v7a, andx86_64JNI.solibraries) and optional adapter AARs (three-live-filament-release.aar, etc.) from GitHub Releases intoapp/libs/and addimplementation(files("libs/three-live-compiler-release.aar")). -
Maven Local (
com.google.threelive:compiler:1.3.2): Run./gradlew :mobile:android:publishReleasePublicationToMavenLocaland addimplementation("com.google.threelive:compiler:1.3.2"). -
From source: Run
make android(orbash scripts/build_android_aar.sh).
-
-
2. 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.ziparchive from GitHub Releases—no local Rust or Node.js toolchain is required. -
3. Rust CLI (
three-live-cli) and library crate (Crates.io, prebuilt binaries, or source):-
Crates.io (library & CLI):
cargo add three-live-compiler # Or install the standalone CLI binary from Crates.io: cargo install three-live-compiler --bin three-live-cli -
Prebuilt binaries: Download standalone binaries for macOS (
arm64andx86_64), Linux (x86_64andaarch64), and Windows (x86_64.exe) from GitHub Releases. -
From source: Run
make rust(npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli).
-
-
4. Web (npm, CDN, prebuilt release, or source):
-
npm:
npm install three-live xr-live
-
Hosted ES module (
jsDelivror GitHub Pages CDN): Loadhttps://cdn.jsdelivr.net/npm/three-live/dist/three-live.min.jsorhttps://google.github.io/three-live/dist/three-live.min.js. -
Prebuilt bundle archive: Download
three-live-web-dist.zipfrom GitHub Releases. -
From source: Run
git clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build.
-
In practice, browser WebXR (navigator.xr) only covers part of the device
landscape:
- Android System
WebView, iOS Safari, and iOSWKWebViewdon't support WebXR. A WebXR-only app can't run inside an embeddedWebVieworWKWebViewin a native Android or iOS app, and can't enter AR in Safari on iPhone or iPad. - Static OS handoffs (
Scene ViewerandAR Quick Look) strip interactivity. Exporting a static.glbor.usdzfile to the OS previewer works for viewing a model, but drops Three.jsanimate()loops, 60 Hz physics, custom state, and interactive plugins. - Browser WebXR doesn't use native spatial compositors. On Android,
browser WebXR renders WebGL2 in the browser process rather than using Google
Filament or Jetpack XR SceneCore's
HomeSpaceshared 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 code on-device and running it natively on each platform's own engine:
| Target environment | What happens with browser WebXR or static AR handoff | What you can do with Three-Live and XR-Live |
|---|---|---|
| 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) or RealityKit entities that live in the system shared space alongside native panels. |
| 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 in ARKit and RealityKit (ARView and RealityView). |
| 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. |
The following table compares the two runtime tiers across Android, iOS, and Web:
| Capability | three-live (Core 3D, CAD & Animation) |
xr-live (Spatial Computing & Simulation) |
|---|---|---|
| Primary use case | 3D product viewers, parametric CAD/CSG, skeletal animation, and 1-tap AR handoff | Interactive 6DoF XR, native mobile AR/XR, spatial UI cards, depth physics, hand tracking, and 60 Hz simulations |
| Three.js JIT compiler | Yes (sandboxed Rust Boa/QuickJS VM on Android/iOS/CLI, Web Worker on Web) |
Yes (inherits three-author JIT compiler plus userData.xr spatial traits) |
| Android & iOS runtime | Google Filament (FilamentHelper), Apple RealityKit (RealityKitHelper), and .glb/.usdz export |
Native Android (Filament + Jetpack XR SceneCore + XRLiveRuntimeSession) and native iOS/visionOS (RealityKit + XRLiveRealityKitSession) |
| 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, audioEmitter), 15 spatial plugins, 6 xr-live-sim simulation plugins, 25-joint hands, and KHR_interactivity |
| Web bundle budget | < 30 KB gz (viewer), < 72 KB gz (three-live.min.js) |
< 54 KB gz (viewer), < 84 KB gz (xr-live.min.js), < 239 KB gz (xr-live-full.min.js) |
On the web, <three-live> supports the core HTML attributes used by
<model-viewer> (src, poster,
camera-controls, camera-orbit, camera-target, min-camera-orbit,
max-camera-orbit, field-of-view, auto-rotate, auto-rotate-delay,
rotation-per-second, ar, ar-modes, ar-scale, ar-placement, exposure,
shadow-intensity, shadow-softness, tone-mapping, environment-image,
skybox-image, autoplay, animation-name, variant-name, and
slot="hotspot-*").
If you have existing <model-viewer> HTML markup and want to add procedural
Three.js scripts, native Android/iOS runtime targets, or CLI/MCP scene
validation without renaming tags, call ThreeLiveElement.defineModelViewer()
(or defineModelViewer()) to register <three-live> under the <model-viewer>
custom element name when @google/model-viewer is not loaded.
| Dimension | <model-viewer> |
<three-live> / <xr-live> |
|---|---|---|
| Primary focus | Displaying pre-authored .glb and .gltf 3D assets on the web and launching mobile AR (Scene Viewer, WebXR, Quick Look). |
Compiling and running procedural Three.js scripts, parametric CAD/CSG, and .glb / .usdz / .spz scenes across Android, iOS/visionOS, and Web. |
| Scene inputs | Static .glb and .gltf files. |
Static .glb, .usdz, and .spz files, plus inline or external THREE.Scene scripts (type="text/three" or .js) compiled in a worker/iframe sandbox or Rust VM. |
| Target platforms | Web Custom Element (<model-viewer>). |
Native Android SDK (ThreeCompiler JNI + Google Filament / Jetpack XR), native iOS / visionOS SDK (ThreeCompiler XCFramework + RealityKit), Rust CLI / MCP server (three-live-cli), and Web Custom Elements (<three-live>, <xr-live>). |
| Post-processing & effects | Provided via the companion @google/model-viewer-effects package (<effect-composer>, <bloom-effect>, <outline-effect>). |
Built-in HTML attributes (bloom, bloom-threshold, bloom-radius, outline, outline-selected, outline-color, tone-mapping) with no external effect dependencies. |
| Interactivity & simulation | Camera orbit/pan/zoom, animation playback, material variants, hotspots, and scene-graph material API. | Includes the above plus glTF KHR_interactivity behavior graphs, declarative userData.xr spatial traits (grab, scale, anchor, snapTo), and 60 Hz deterministic simulation plugins (rigid-body, character-controller, navigation, objectives). |
| Web bundle size (gzipped) | Full Three.js renderer + glTF pipeline (~250 KB gz). | Modular tiers: < 30 KB gz (three-live-viewer), < 72 KB gz (three-live), < 140 KB gz (three-live-full), < 239 KB gz (xr-live-full). |
Every capability works on both prebuilt .glb, .usdz, and .spz assets and
live Three.js scenes:
- Compact core (
< 30 KBto< 84 KB gzon Web): The 3D viewer (three-live-viewer.min.js) is< 30 KB gz(< 72 KB gzwith the live Three.js compiler inthree-live.min.js), and the WebXR viewer (xr-live-viewer.min.js) is< 54 KB gz(< 84 KB gzwith the live Three.js compiler inxr-live.min.js). - Core 3D, CAD, procedural, and animation plugins (
three-live, 16 plugins): Optional domain bundles (three-live-studio.min.jsat< 29 KB gz,three-live-cad.min.jsat< 10 KB gz,three-live-procedural.min.jsat< 26 KB gz, andthree-live-animation.min.jsat< 11 KB gz, or< 140 KB gzcombined inthree-live-full.min.js) addKHR_interactivitybehavior graphs, PBR Next materials,KHR_materials_variants,EXT_meshopt_compression, HDRI and spherical-harmonics lighting, contact shadows, 3D hotspots, post-processing (bloomandoutline), automatic multi-tier Level-of-Detail (lod/THREE.LOD/MSFT_lod), 2DShape/ExtrudeGeometry, 3DCSGBooleans, 3D vectorTextGeometry, 64-joint GPU skeletal skinning, morph targets, keyframe cross-fading, and two-bone / FABRIK inverse kinematics (ik). - Hardware XR sensors (
xr-live-sensors.min.js,< 10 KB gz): Adds hardware XR depth occlusion (XRDepthManager), analytical heightfield physics (XRHeightfieldPhysics), 25-joint hand gesture classification (XRHandGestureClassifier), the desktop 6DoF keyboard/mouse simulator (XRDesktopSimulator), HRTF spatial audio earcons, and WebMCP agent tools. - Spatial computing plugins (
xr-live-spatial.min.js, 15 plugins,< 63 KB gz): Each advanced spatial capability inxr-live-spatial.min.jsis a standalone, zero-dependency plugin (~2 to 5 KB gzeach) with a matching native implementation in the Android and iOS SDKs. - Simulation and scenario plugins (
xr-live-sim.min.js, 6 plugins,< 30 KB gz): Six plugins for games, training drills, and safety walkthroughs add a controllable character, autonomous steering agents, deterministic 60 Hz rigid-body physics and mechanical joints (rigid-body/joint:hinge,slider,spring,ball), integrity and trigger zones, checklist objectives with scoring and timers, and procedural audio cues across Android, iOS, and Web.
The following table lists the fifteen modular 3D, CAD, and animation plugins:
| Plugin | Attribute or Three.js API | What it adds |
|---|---|---|
interactivity |
userData.interactivity, KHR_interactivity |
Compiles and executes glTF KHR_interactivity behavior graphs (onSelect, onHoverIn, onStart, toggleTransform, interpolate, cycleMaterialColor, and sendEvent) with step and tween budgets. |
materials |
MeshPhysicalMaterial, variant-name |
PBR Next material properties (clearcoat, transmission, ior, thickness, attenuationColor, sheen, iridescence, and anisotropy). |
variants |
variant-name, userData.variants |
KHR_materials_variants multi-colorway configurators and USDZ VariantSet export. |
meshopt |
EXT_meshopt_compression |
Zero-WASM decoder and encoder for EXT_meshopt_compression vertex, index, and animation buffers (OCTAHEDRAL, QUATERNION, EXPONENTIAL). |
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 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 Android Scene Viewer, iOS Quick Look, and WebXR. |
postprocessing |
bloom, outline, tone-mapping, xr.bloom, xr.outline |
Dual-Kawase mipmap bloom, selection/hover silhouette outlines, and neutral, aces, agx, reinhard, and none tone mapping. |
lod |
THREE.LOD, xr.lod, MSFT_lod |
Distance-based multi-tier Level-of-Detail switching with hysteresis, far-distance culling, automatic vertex-clustering mesh decimation (decimateGeometry), and MSFT_lod / KHR_node_visibility export. |
cad |
THREE.Shape, THREE.ExtrudeGeometry, THREE.CSG, THREE.TextGeometry |
2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D BSP CSG Booleans (union, subtract, intersect), and stroke-font TextGeometry. |
procedural |
THREE.Box3, THREE.Sphere, THREE.CanvasTexture, THREE.SimplexNoise, THREE.ImprovedNoise, THREE.Sprite, THREE.SplineCurve, THREE.GridHelper |
Extended 3D bounding-volume helpers (Box3, Sphere, setFromObject, expandByObject, InstancedMesh bounds), CanvasTexture with a zero-DOM headless 2D <canvas> rasterizer (document.createElement('canvas').getContext('2d')), deterministic ImprovedNoise and SimplexNoise heightmap/field generators, camera-facing Sprite / SpriteMaterial billboards, 2D curves (LineCurve, QuadraticBezierCurve, CubicBezierCurve, SplineCurve, EllipseCurve, ArcCurve, CurvePath), and exportable scene helpers (GridHelper, AxesHelper, ArrowHelper, BoxHelper, Box3Helper). |
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. |
ik |
THREE.IKSolver, xr.ik |
Analytic two-bone (arm/leg with pole vector) and multi-joint FABRIK inverse kinematics chains. |
The following table lists the eight perception, rendering, audio, and AI plugins across Android Filament, iOS RealityKit, and WebXR:
| Plugin | Attribute or userData.xr trait |
What it adds across Android Filament, iOS RealityKit, and WebXR |
|---|---|---|
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() and clear(). |
depth-particles |
xr.particles |
GPU-friendly rain, snow, sparks, and confetti emitters (up to 2,000 particles per emitter) that collide with floors and real-world depth maps. |
splat-loader |
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. |
spatial-audio |
xr.audioEmitter, xr.audio, KHR_audio_emitter |
3D positional and directional spatial audio emitters with 8 zero-asset ambient loop presets (hum, reactor, wind, beacon, geiger, chimeLoop, machinery, water), inverse/linear/exponential distance falloff, directional cones, and KHR_audio_emitter / USDZ SpatialAudio export. |
The following table lists the seven CAD, layout, locomotion, and multi-user plugins across Android Filament, iOS RealityKit, and WebXR:
| Plugin | Attribute or userData.xr trait |
What it adds across Android Filament, iOS RealityKit, and WebXR |
|---|---|---|
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, and ft-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 or ask). |
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 six simulation plugins across Android Filament, iOS RealityKit, and Web:
| Plugin | Attribute or userData.xr trait |
What it adds across Android Filament, iOS RealityKit, and Web |
|---|---|---|
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, or fixed-camera rig follow. |
steering-agents |
steering-agents, xr.agent |
Autonomous kinematic agents (patrol, chase, flee, follow, and wander) with vision-cone target acquisition, obstacle avoidance, and agentstatechange and agentreach events. |
rigid-body |
xr.physics, xr.rigidBody, xr.joint |
Deterministic 60 Hz Sequential Impulse rigid-body solver (dynamic, static, kinematic; box, sphere, cylinder, auto; mass, restitution, friction, damping, sleeping, and xrcollision / xrsleep events), mechanical joint constraints (hinge, slider, spring, ball with limits, motors, and damped springs), and USDZ PhysicsRigidBodyAPI / PhysicsMassAPI / Physics*Joint export. |
hit-zones |
hit-zones, xr.integrity, xr.zone, xr.spawner |
Part and target integrity with world-space bars, hit flashes, projectile, hitscan, and contact interactions, burst fragments, colored trigger zone volumes, and timed template spawner pooling. |
objectives |
objectives, scenario-timer, target-score, attempts, xr.objective |
Ordered or unordered checklist objectives (reach, clear, collect, activate, and hold), score, attempt counter, countdown timer, HUD overlay (sim-hud), and scenario-reset-key resets. |
synth-audio |
synth-audio, synth-volume, xr.audioCues |
Zero-asset procedural audio synthesis (beep, chime, buzz, thud, sweep, click, alarm, and whoosh) bound to simulation events via Android AudioTrack, iOS AVAudioEngine, and Web Audio. |
Every web bundle targets es2020, strips full license blocks
(--legal-comments=none), and emits a single four-line SPDX header:
| Family | Bundle file | Enforced budget (.min.js.gz) |
Included capabilities |
|---|---|---|---|
three-live |
three-live-viewer.min.js |
< 30 KB gz |
Lean .glb and .usdz WebGL2 PBR viewer, TRS animations, orbit controls, and AR packager. |
three-live.min.js |
< 72 KB gz |
Standard <three-live> + three-author (live Three.js compiler, InstancedMesh GPU instancing, KHR_interactivity compiler, 5 tone-mapping modes, contact shadows) + AR packager. |
|
three-live-studio.min.js |
< 29 KB gz |
Add-on plugin: PBR Next extensions, HDRI and SH irradiance, bloom/outline post-processing, KHR_materials_variants, EXT_meshopt_compression, KHR_interactivity VM, lod (THREE.LOD / MSFT_lod), 3D hotspots, and WebXR AR. |
|
three-live-cad.min.js |
< 10 KB gz |
Add-on plugin: 2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D CSG BSP Booleans (union, subtract, intersect), and 3D stroke-font TextGeometry. |
|
three-live-procedural.min.js |
< 26 KB gz |
Add-on plugin: Box3 & Sphere bounding-volume helpers, CanvasTexture + headless 2D <canvas> rasterizer, ImprovedNoise, SimplexNoise, MathUtils.seededRandom, Sprite billboards, 2D curves (SplineCurve, EllipseCurve, CurvePath), and exportable scene helpers (GridHelper, AxesHelper, ArrowHelper, BoxHelper, Box3Helper). |
|
three-live-animation.min.js |
< 11 KB gz |
Add-on plugin: 64-joint GPU skeletal skinning, morph targets, animation cross-fading, and two-bone / FABRIK inverse kinematics (ik / THREE.IKSolver). |
|
three-live-full.min.js |
< 140 KB gz |
All-in-one 3D bundle (three-live + studio + cad + procedural + animation, all 16 plugins auto-registered). |
|
xr-live |
xr-live-viewer.min.js |
< 54 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 |
< 84 KB gz |
Standard <xr-live> + three-author (live Three.js compiler) + runtime USDZ and GLB compiler. |
|
xr-live-sensors.min.js |
< 10 KB gz |
Add-on plugin: Hardware XR sensors (XRDepthManager, XRHeightfieldPhysics, 25-joint XRHandGestureClassifier), XRDesktopSimulator, Spatial Audio, Skybox, and WebMCP tools. |
|
xr-live-spatial.min.js |
< 63 KB gz |
Add-on plugin bundle registering all 15 spatial plugins (head-follow, manipulation-handles, world-understanding, gemini-live, spatial-paint, depth-particles, splat-loader, spatial-measure, magnetic-snap, gaze-dwell, exploded-view, persistent-anchors, spatial-locomotion, shared-room, spatial-audio). |
|
xr-live-sim.min.js |
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Add-on simulation plugin bundle registering all six simulation plugins (character-controller, steering-agents, rigid-body + mechanical joint constraints, hit-zones, objectives, synth-audio). |
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xr-live-full.min.js |
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All-in-one 3D, XR, and simulation bundle (three-live-full + xr-live + xr-live-sensors + all 15 spatial plugins + all 6 simulation plugins). |
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 Three.js scripts inside a sandboxed Rust
Boa/QuickJS VM on Android and iOS, and inside a dedicated Web Worker or
opaque-origin <iframe sandbox="allow-scripts"> (connect-src 'none') on the
web—with network and storage globals removed, Object.prototype frozen, CPU
instruction fuel limits, and scene geometry memory quotas.
Three-Live is in Beta. Its core 3D, mobile AR/XR, and spatial computing
runtime, versioned userData.xr trait schema (schemaVersion: 1), sandboxed
JIT compiler, and three-target parity across Android XR, Apple RealityKit, and
Web are feature-complete and ready for integration and evaluation.
- Prebuilt distributions: The Android release AAR
(
three-live-compiler-release.aar), the Apple XCFramework (ThreeLiveCompiler.xcframework.zip), nativethree-live-clibinaries for macOS, Linux, and Windows, and standalone web JavaScript bundles (three-live-web-dist.zip) are published on GitHub Releases. - Package registries: Published on JitPack / GitHub Packages Maven,
Swift Package Manager,
Crates.io (
three-live-compiler), npm (three-live), npm (xr-live), GitHub Releases, and the jsDelivr / GitHub Pages CDNs (see Install packages and bundles). - Release notes: See
CHANGELOG.mdfor release history and architectural notes.
The following guides cover the native mobile SDKs, spatial plugins, web components, and LLM authoring workflows:
| Guide | Audience | Contents |
|---|---|---|
docs/xr-live.md |
Android, iOS, and XR developers | Complete spatial and native SDK guide: Android (Filament + Jetpack XR SceneCore), iOS/visionOS (RealityKit), canonical userData.xr traits, all 15 spatial plugins, the six xr-live-sim simulation plugins, depth and physics, 25-joint hands, and WebMCP. |
docs/three-live.md |
Mobile and web developers | Complete 3D reference: Three.js authoring, KHR_interactivity, PBR Next and HDRI, CAD/CSG/Text, animations, 3D hotspots, and sandboxing. |
docs/cookbook.md |
All developers | Copy-pasteable Three.js 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 and userData.interactivity schemas, strict THREE.* 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 Three-Live releases. |
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 (Android NDK, Xcode, Rust, Node)
$ make android-demo # Build JNI .so slices and debug Compose APK, and open Android Studio
$ make ios-demo # Build XCFramework, generate .xcodeproj, and open in Xcode (macOS)
$ make test # Run full Android, iOS, Rust compiler, and Web parity test suites
$ 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/Untrusted client Three.js script execution is disabled by default on the web
(allow-client-scripts required) and always runs inside an isolated QuickJS/Boa
VM on Android and iOS or a sandboxed Worker / opaque-origin <iframe>
(connect-src 'none') on Web—with network and storage globals stripped,
Object.prototype frozen, CPU instruction fuel limits, and geometry memory
quotas.
To report a vulnerability, please follow the instructions in
SECURITY.md.
Contributions are welcome! Please read CONTRIBUTING.md and
CODE_OF_CONDUCT.md before submitting a pull request.
Licensed under the Apache License, Version 2.0.