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webxr-experiences

Build WebXR AR/VR experiences in the browser: sessions, controllers, hit-testing, anchors, and performance for immersive web apps. Use when creating browser-based AR or VR.

skills/webxr-experiences/SKILL.md

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# WebXR Experiences

A practical guide to building augmented and virtual reality experiences that run in the browser via WebXR: session setup, input, AR hit-testing and anchors, VR locomotion, and the performance discipline immersive rendering demands.

## Overview

WebXR exposes XR hardware (VR headsets, AR-capable phones) to web pages through a session-based API. A session is either `immersive-vr` (full virtual environment) or `immersive-ar` (camera passthrough with virtual overlays). The browser owns the render loop (`XRSession.requestAnimationFrame`); your job is to submit frames from the headset's pose each tick, at a rock-solid framerate — dropped frames in XR cause motion sickness, not just jank.

Most WebXR apps are built on three.js (or Babylon.js) with its WebXR helpers, which handle session negotiation, camera rigs, and controller models.

## When to use

- VR product viewers, training simulations, virtual tours.
- AR try-on, furniture placement, or measurement tools on phones.
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