XR / Spatial Computing

Getting Started With WebXR in Unity: Building VR That Runs in a Browser

This beginner's walkthrough covers Unity project setup, the WebXR export path, and testing with Meta's Immersive Web Emulator — so you can iterate on a headset build without putting a headset on every time.

For artists and creative technologists, WebXR has a specific and hard-to-beat advantage over native headset development: the distribution model is a URL. No store review, no sideloading, no asking a gallery visitor to install anything. Unity WebXR Introduction & Running in Browser | Beginner’s Guide (EP.1), from Nested Mango, covers the setup path from a fresh Unity project to something actually running in a browser — including testing with Meta’s Immersive Web Emulator.

What to watch

The video walks the actual setup sequence: creating the Unity project, adding the WebXR assets and export package, configuring the build for WebGL, and getting the result running in a browser. It also covers testing with Meta’s Immersive Web Emulator — a browser extension that simulates a headset and controllers, so you can iterate on your scene without physically putting a device on your head for every single build. That last piece is what turns WebXR development from tedious into genuinely fast.

Why the emulator changes the workflow

Native XR development has a punishing iteration loop: build, deploy to device, put on headset, discover the problem, take off headset, fix, repeat. WebXR plus an emulator collapses that into a browser refresh for the majority of iterations, reserving the actual headset for verifying things the emulator can’t fake — comfort, scale, real 6DoF movement. For anyone building an installation piece on a deadline, that difference compounds enormously across a project.

Where WebXR fits, and where it doesn’t

WebXR trades raw performance and full platform-API access for reach and frictionless distribution. It’s a poor fit for a graphically maximal game pushing a headset’s GPU to its limit, and it can’t reach every platform-specific feature a native SDK exposes — Apple’s newly published visionOS 27 spatial-accessory tracking, for instance, is a native-API story. But for gallery pieces, portfolio work, documentation of a spatial installation, or anything that needs to be openable by a stranger with a link and no install step, it’s frequently the correct choice — and Unity’s export path means you don’t have to abandon a familiar toolchain to get there.