What is AR on the web and how does AR.js make it possible?
Augmented Reality (AR) on the web brings digital objects into the real world - no app downloads needed. AR.js makes this possible by running straight in your browser using JavaScript and WebGL. Think of it as a lightweight toolkit that lets developers create marker-based AR experiences that load fast and work on almost any device. It’s open-source, simple to set up and designed for speed, making AR more accessible than ever!
“AR on the web basically means you’re running augmented reality straight in the browser. It’s the same camera-based experience you’d get in an app - but no installs, just web tech doing the work.”
Kevin Borrill, Head of Engineering
Is AR.js free to use?
Yes! AR.js is open-sourced and therefore completely free. That means anyone can use it, modify it, and even contribute improvements through its GitHub community. No subscriptions, no shady hidden fees - just open tech made for curious developers who want to build accessible AR experiences right in the browser.
What's the difference between AR.js and A-Frame?
A-Frame is a framework for building immersive 3D and Virtual Reality (VR) scenes in the browser. AR.js, on the other hand, focuses purely on Augmented Reality - adding 3D elements to your real-world view. In fact, AR.js can run on top of A-Frame, combining A-Frame’s 3D rendering power with AR.js’s camera-tracking magic. Think of A-frame as the stage and AR.js as the spotlight that blends the digital with reality.
What are the key differences between AR.js and MindAR?
Tracking type: AR.js uses marker-based tracking; MindAR supports marker and face tracking.
Performance: AR.js is lighter and faster, ideal for quick browser-based AR.
Features: MindAR adds advanced image recognition and face detection.
Use case: AR.js suits simple, stable AR experiences; MindAR fits more dynamic, interactive builds.
Age and community: AR.js is older with proven stability; MindAR is newer with more active development.
How does AR.JS work with Three.js for augmented reality?
AR.js uses Three.js - the popular 3D JavaScript library - to render the virtual objects that appear in AR scenes. Three.js handles the visuals (lighting, models, and movement) while AR.js takes care of camera tracking and anchoring objects in the real world. Together, they form the perfect dream team: Three.js builds the 3D magic, and AR.js brings it into your camera view 📸
Can you create augmented reality experiences in Unity?
Absolutely. Unity is one of the most popular game engines for building 3D and AR experiences. It’s a more visual, drag-and-drop-style environment than coding with AR.js, and it supports mobile platforms like iOS and Android. The main difference? Unity requires app builds, while AR.js runs instantly in a web browser - no downloads, no installs.
Is AR.js the best augmented reality framework?
In some cases, yes. AR.js is unbeatable for fast, lightweight, web-based AR that just works. It’s open-source, simple, and perfect for education, events, and browser demos. But if you need complex tracking (like faces or images), or you’re building for mobile apps, frameworks like MindAR or Unity might suit better. The “best” depends on your project goals - but for instant, no-download needed AR, AR.js is tough to beat.
“AR.js is the one I’d recommend if you want something fast, open, and browser-ready. But because it’s a bit older, it’s worth checking out alternatives like MindAR or A-Frame too.”
Kevin Borrill, Head of Engineering
Published on 20 October 2025, last updated on 20 October 2025
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