See how Needle and 8th Wall compare across key features and capabilities for usage on the web and creating XR experiences for designers, developers and teams.
View all platform comparisonsWeb-first runtime integrated with Unity and Blender plugins, complemented by Needle Cloud for optimization and hosting. Needle | A commercial platform specializing in high-quality, markerless WebAR experiences, featuring a cloud editor and advanced tracking capabilities. 8th Wall | ![]() Low-level JavaScript library for creating 3D graphics directly in the browser using WebGL. three.js | ![]() The WebGL export target for the Unity game engine allows deployment of Unity projects to web browsers using WebGL and WASM. Unity WebGL | |
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Core Platform & Workflow | ||||
Solution Type | 3D Engine Cloud Platform Optimization Tool Web Component Needle Solution Type:
3d-engine, cloud-platform, authoring-tool, optimization-tool, web-component A comprehensive suite including a runtime engine, cloud services for optimization/hosting, authoring via Unity/Blender plugins, and embeddable web component output. | Cloud Platform 3D Engine 8th Wall Solution Type:
cloud-platform, authoring-tool, 3d-engine A comprehensive platform providing AR tracking engine, cloud-based IDE (Cloud Editor, Niantic Studio), hosting, and specialized AR features. | 3D Engine three.js Solution Type:
3d-engine A foundational JavaScript library providing tools to draw 3D scenes using WebGL. | 3D Engine Unity WebGL Solution Type:
3d-engine, authoring-tool Allows exporting projects built with the Unity Editor to run in browsers via WebGL/Wasm. |
Made for the web | Needle Made for the web:
Yes Built from the ground up for the web, focusing on fast loading, efficient rendering, and cross-platform web deployment. | 8th Wall Made for the web:
Yes Specifically optimized for delivering AR experiences through mobile web browsers. | three.js Made for the web:
Yes A foundational technology designed specifically for creating 3D graphics on the web. | Unity WebGL Made for the web:
No Unity is a desktop- and mobile-first engine. It has a WebGL export option, but it's not from its core designed for the web. Often requires significant manual optimization for web performance and load times. |
Typical Workflows | Unity Editor Blender Editor Code HTML Asset Upload Needle Typical Workflows:
Unity Editor, Blender Editor, Code, HTML, Asset Upload Primary workflow involves using Unity or Blender as the authoring environment, exporting scenes and logic. Custom scripts (TypeScript/JavaScript) extend functionality. | Web Editor Code 8th Wall Typical Workflows:
Web Editor, Code Development occurs in the Cloud Editor or Niantic Studio using JavaScript, HTML, CSS, often integrating with libraries like A-Frame or three.js. | Code three.js Typical Workflows:
Code Development is code-centric, writing JavaScript to define scenes, materials, and interactions. | Standalone Editor Code Unity WebGL Typical Workflows:
Standalone Editor, Code Projects are developed using the Unity Editor with C# scripting and visual tools. |
Use with Unity | Needle Use with Unity:
Yes Deep integration with Unity Editor via dedicated plugin, allowing export of scenes, C# scripts (transpiled), materials (Shader Graph), animations, and components. | 8th Wall Use with Unity:
No Focuses on web technologies with a custom editor. | three.js Use with Unity:
No No direct integration. Solutions like Needle make integrating with three.js seamless. | Unity WebGL Use with Unity:
Yes This IS the Unity workflow, targeting WebGL output. |
Use with Blender | Needle Use with Blender:
Yes Integration with Blender via addon, supporting export of scenes, materials, animations, and custom logic nodes. | 8th Wall Use with Blender:
No Imports standard 3D asset formats like glTF. | three.js Use with Blender:
No No direct integration. Assets from Blender must be exported (e.g., as glTF) and loaded. | Unity WebGL Use with Blender:
No No direct integration; assets are imported in standard formats (FBX, glTF). |
Interactivity Building Blocks | Needle Interactivity Building Blocks:
Yes Includes a rich set of components for common interactions, animations, and UI elements. | 8th Wall Interactivity Building Blocks:
Yes Provides AR-specific components for common interactions and UI elements in WebAR experiences. | Limited three.js Interactivity Building Blocks:
Limited Three.js provides some built-in interactive components, for example loaders and camera controls, in the examples folder, but they require additional development to be used. | Unity WebGL Interactivity Building Blocks:
Yes Full Unity component system available, but WebGL export has limitations with certain features. |
Extensible with Coding | Needle Extensible with Coding:
Yes Uses TypeScript with full IDE support in both Unity and standalone projects. | 8th Wall Extensible with Coding:
Yes JavaScript API for creating AR experiences, with integration for Three.js, A-Frame, or Babylon.js. | three.js Extensible with Coding:
Yes Uses JavaScript or TypeScript for all implementation, giving full control but requiring manual coding. | Unity WebGL Extensible with Coding:
Yes Uses C# scripts with IL2CPP compilation to WebAssembly, with some limitations compared to native builds. |
Engine Capabilities | ||||
Physically-Based Rendering | Needle Physically-Based Rendering:
Yes Supports Physically Based Rendering (PBR), custom shaders (via Unity Shader Graph export), lighting, and post-processing effects. | Limited 8th Wall Physically-Based Rendering:
Limited Rendering quality depends on the capabilities of the integrated engine. The Studio material model does not support all common PBR features. | three.js Physically-Based Rendering:
Yes Supports PBR materials, various shadow types, post-processing effects, and gives fine-grained rendering control. | Unity WebGL Physically-Based Rendering:
Yes Supports URP and HDRP rendering pipelines, but with significant limitations and performance caveats compared to native platforms. |
Component System | Needle Component System:
Yes Leverages the component-based architecture of Unity/Blender, extended with custom web-specific components. | 8th Wall Component System:
Yes Depends on the integrated rendering framework (e.g., A-Frame uses ECS). | three.js Component System:
No Does not enforce an ECS architecture, though one can be implemented on top. | Unity WebGL Component System:
Yes Uses Unity's core GameObject-Component architecture. |
Built-in Networking | Needle Built-in Networking:
Yes Built-in real-time networking for multiplayer and collaborative applications. | 8th Wall Built-in Networking:
No Networking needs to be implemented using external libraries or services. | three.js Built-in Networking:
No Networking capabilities must be added using external libraries. | Unity WebGL Built-in Networking:
Yes Supports Unity's networking solutions (Netcode), but web deployment involves specific considerations (e.g., WebSocket transport). |
Timelines and Sequencing | Needle Timelines and Sequencing:
Yes Supports timeline-based sequencing, complex animations, animator state machines, blending, and more. | 8th Wall Timelines and Sequencing:
No No built-in timeline or sequencing system, relies on manual animation code or framework features. | three.js Timelines and Sequencing:
No Basic animation system exists, but no built-in timeline or sequencing system. | Unity WebGL Timelines and Sequencing:
Yes Unity Timeline and Animation systems are supported in WebGL export. |
Animation Controls | Needle Animation Controls:
Yes Supports complex animations authored in Unity (Animator, Timeline) or Blender and exports them for the web. | 8th Wall Animation Controls:
Yes Animation capabilities depend on the chosen rendering engine. | three.js Animation Controls:
Yes Provides core functionalities for keyframe animation playback and morph targets. | Unity WebGL Animation Controls:
Yes Supports Unity's animation systems (Mecanim, Timeline). |
Animated Materials | Needle Animated Materials:
Yes Supports material animations, shader graph, and procedural material effects. | Via Framework 8th Wall Animated Materials:
Via Framework Depends on the underlying framework used (Three.js, A-Frame, etc.). | three.js Animated Materials:
No Supports material animation through code, but not for imported assets. | Unity WebGL Animated Materials:
Yes Materials are integrated into the animation system. |
Audio Playback | Needle Audio Playback:
Yes Supports spatial audio configured via Unity/Blender components. | 8th Wall Audio Playback:
Yes Audio capabilities depend on the chosen rendering engine. | three.js Audio Playback:
Yes Includes support for positional audio using the Web Audio API. | Unity WebGL Audio Playback:
Yes Includes Unity's built-in audio engine. |
Video Playback | Needle Video Playback:
Yes Supports video textures and playback controlled via components. | 8th Wall Video Playback:
Yes Supports video textures through integrated rendering engines. | three.js Video Playback:
Yes Supports using HTML video elements as textures. | Unity WebGL Video Playback:
Yes Supports video playback via the VideoPlayer component, but performance can be a concern on WebGL. |
Physics Integration | Needle Physics Integration:
Yes Integrates with physics engines, configured via Unity/Blender components. | 8th Wall Physics Integration:
Yes Physics capabilities depend on the chosen rendering engine. | three.js Physics Integration:
No Requires integration with external physics libraries like Rapier, Cannon.js, or Ammo.js. | Unity WebGL Physics Integration:
Yes Includes Unity's built-in physics engines (PhysX/Box2D). |
glTF 3D Support | Excellent Needle glTF 3D Support:
Excellent Uses glTF as its core runtime format and supports import of various formats (FBX, USD, VRM etc.) which are converted. | 8th Wall glTF 3D Support:
Yes Supports loading glTF assets. | three.js glTF 3D Support:
Yes Provides robust support for loading and interacting with the glTF 2.0 standard, but some extensions like material animations or physics are missing. | Limited Unity WebGL glTF 3D Support:
Limited Requires installing the UnityGLTF package for glTF import/export. |
Custom User Interfaces | Needle Custom User Interfaces:
Yes Facilitates creation of UI using standard HTML/CSS and frontend frameworks, integrated with the 3D scene. | Limited 8th Wall Custom User Interfaces:
Limited UI is typically created using HTML/CSS overlays or the UI system of the chosen rendering engine. | three.js Custom User Interfaces:
No UI creation typically involves integrating with HTML/DOM elements or using external UI libraries, no built-in support in three.js. | Unity WebGL Custom User Interfaces:
Yes Includes Unity UI (UGUI) and UI Toolkit, though these are not specifically optimized for web use cases. |
Web Integration & Deployment | ||||
Web Component | Needle Web Component:
Yes Exports projects as standard web components (<needle-engine> tag) for easy embedding into any HTML page or web application. | 8th Wall Web Component:
No Experiences are typically loaded via the 8th Wall JS library. | three.js Web Component:
No It's a library, not a web component. | Unity WebGL Web Component:
No Builds are typically embedded using an iframe or custom JavaScript loader, not as a standard web component. |
PWA Support | Needle PWA Support:
Yes Being web-native, Needle Engine projects can be easily included in Progressive Web Apps for offline capabilities and installation. | 8th Wall PWA Support:
No WebAR experiences created with 8th Wall can be integrated into Progressive Web Apps. | three.js PWA Support:
No As a JavaScript library, it can be used within Progressive Web Apps but provides no PWA features itself. | Limited Unity WebGL PWA Support:
Limited Can be packaged as a PWA from a template, but requires careful handling of caching and large build sizes. |
HTML/CSS Integration | Excellent Needle HTML/CSS Integration:
Excellent Designed to seamlessly integrate with HTML, CSS, and frontend frameworks (React, Vue, Svelte etc.), allowing blending of 2D UI and 3D content. | 8th Wall HTML/CSS Integration:
Yes Allows overlaying HTML/CSS elements for UI. | three.js HTML/CSS Integration:
Yes Integrates with standard HTML/JavaScript workflows, allowing rendering into a canvas element. | Difficult Unity WebGL HTML/CSS Integration:
Difficult Communication between the Unity Wasm instance and the surrounding HTML page requires specific JavaScript bridging. |
Host Anywhere | Needle Host Anywhere:
Yes The core runtime can be self-hosted on any static server. Needle Cloud features (optimization, hosting, analytics) require the cloud service. | 8th Wall Host Anywhere:
No Requires the 8th Wall platform for tracking and hosting. | three.js Host Anywhere:
Yes Applications can typically be hosted on static web servers. | Limited Unity WebGL Host Anywhere:
Limited Requires hosting for the large build output files (Wasm, data, JS). Servers need specific configuration (compression, headers, wasm). |
Asset Hosting | Needle Asset Hosting:
Yes Needle Cloud provides managed hosting and CDN delivery for optimized assets. | three.js Asset Hosting:
No Requires external hosting for 3D models and other assets. | Unity WebGL Asset Hosting:
No Requires external hosting for the build files and any dynamically loaded assets. | |
App Hosting | Needle App Hosting:
Yes Needle Cloud provides managed hosting and CDN delivery for optimized applications. | Required 8th Wall App Hosting:
Required Using the 8th Wall platform requires hosting on 8th Wall's servers. | three.js App Hosting:
No Requires external hosting for the application files. | Limited Unity WebGL App Hosting:
Limited Provides the gaming-focussed Unity Play service, which allow for public hosting of embedded iframes, without much control over design or usage. |
Performance & Optimization | ||||
Engine Size | Medium Needle Engine Size:
Medium Optimized runtime aims for minimal footprint, size depends on included features. | Medium 8th Wall Engine Size:
Medium Includes sophisticated AR tracking libraries. | Small three.js Engine Size:
Small The core library has a relatively small footprint, though application size depends on usage. | Large Unity WebGL Engine Size:
Large Core engine compiled to Wasm results in a large base download size. |
Loading Performance | Excellent Needle Loading Performance:
Excellent Rapid development cycles and fast loading times through optimized runtime and asset handling. | Moderate 8th Wall Loading Performance:
Moderate Loading time depends on experience complexity and network conditions. | Fast three.js Loading Performance:
Fast Core library loads quickly; overall application load time depends heavily on asset sizes and application structure. | Slow Unity WebGL Loading Performance:
Slow Often suffers from long initial load times due to large Wasm and data files. |
Runtime Performance | Excellent Needle Runtime Performance:
Excellent Designed for efficient rendering performance across desktop, mobile, and XR devices. | Good 8th Wall Runtime Performance:
Good Offers robust and performant AR tracking, overall performance also depends on rendering complexity. | High three.js Runtime Performance:
High Offers high performance potential due to its low-level access, but optimization is the developer's responsibility. | Variable Unity WebGL Runtime Performance:
Variable Can achieve good performance with heavy optimization, but often less performant than native builds or web-first engines, especially on mobile. |
Smart Asset Optimization | Excellent Needle Smart Asset Optimization:
Excellent Needle Cloud provides significant automated optimization: LOD generation, mesh optimization, extensive texture compression (Basis Universal, WebP, JPG, PNG) and resizing options. | 8th Wall Smart Asset Optimization:
No The platform handles some processing, but optimization relies on preparing assets beforehand. | three.js Smart Asset Optimization:
No Supports optimized formats like glTF (with Draco compression, KHR texture transforms etc.), but doesn't perform automatic optimization. | Limited Unity WebGL Smart Asset Optimization:
Limited No automatic generation of mesh LODs and other web-specific optimization techniques. Unity provides automatic compression tools: texture compression (ASTC, DXT, ETC). |
Mesh and Texture LODs | Excellent Needle Mesh and Texture LODs:
Excellent Supports automatic mesh simplification, level-of-detail generation and automatic texture compression with multiple quality levels. | 8th Wall Mesh and Texture LODs:
No Relies on optimization being done before asset upload; no dynamic LOD system. | three.js Mesh and Texture LODs:
No Basic support for mesh LODs, no built-in system for texture LODs. | Unity WebGL Mesh and Texture LODs:
No While Unity supports LODGroups, there is no automatic simplification or LOD generation. |
XR Support (AR/VR/Spatial) | ||||
VR Support (WebXR) | Needle VR Support (WebXR):
Yes Supports VR headsets via the WebXR standard. | 8th Wall VR Support (WebXR):
No Primary focus is WebAR. | three.js VR Support (WebXR):
Yes Supports VR experiences through the WebXR API. | Unity WebGL VR Support (WebXR):
No Unity WebGL does not support WebXR at this point. |
AR Support (WebXR) | Needle AR Support (WebXR):
Yes Supports markerless WebAR on compatible Android devices via the WebXR standard. | 8th Wall AR Support (WebXR):
Yes Provides markerless AR for Android, but requires additional camera permissions and uses more CPU and GPU resources. | three.js AR Support (WebXR):
Yes Supports AR experiences on compatible Android devices through the WebXR API. | Unity WebGL AR Support (WebXR):
No Unity's AR Foundation does not support the WebGL build target. |
AR Support (iOS) | Needle AR Support (iOS):
Yes Supports interactive markerless WebAR on iOS devices via WebXR. | 8th Wall AR Support (iOS):
Yes Provides markerless AR for iOS, but requires additional camera permissions and uses more CPU and GPU resources. | Limited three.js AR Support (iOS):
Limited Limited support for static assets in QuickLook via USDZExporter. | Unity WebGL AR Support (iOS):
No Unity's AR Foundation does not support the WebGL build target. |
AR Support (visionOS) | Needle AR Support (visionOS):
Yes Explicit support for creating spatial computing experiences deployable on visionOS. | 8th Wall AR Support (visionOS):
No Focus is on mobile WebAR. | Limited three.js AR Support (visionOS):
Limited Limited support for static assets in QuickLook via USDZExporter. | Unity WebGL AR Support (visionOS):
No Not supported via the WebGL build target. Native visionOS support exists. |
AR Tracking Types | Surface Image Needle AR Tracking Types:
Surface, Image Supports World Tracking via the WebXR standard on compatible devices. Image tracking is supported on iOS AR but requires a device-specific flag for Android AR. | Surface Image Face VPS 8th Wall AR Tracking Types:
Surface, Image, Face, VPS Offers a comprehensive suite of advanced AR tracking capabilities, including location-based VPS. | Surface three.js AR Tracking Types:
Surface Primarily supports World Tracking via the WebXR API. | Unity WebGL AR Tracking Types:
No No built-in AR tracking capabilities in WebGL builds. |
Ecosystem & Support | ||||
Official Support Availability | Needle Official Support Availability:
Yes Dedicated support available for licensed users. | 8th Wall Official Support Availability:
Yes Support available through paid plans. | three.js Official Support Availability:
No Support is primarily community-driven. | Unity WebGL Official Support Availability:
Yes Paid support options available with Pro/Enterprise plans. |
Learning Resources | Needle Learning Resources:
Yes Extensive documentation, tutorials, live samples, and active community support. | Good 8th Wall Learning Resources:
Good Offers project library, documentation, and tutorials. | three.js Learning Resources:
Yes Vast number of official examples, tutorials, books, and community resources available. | Excellent Unity WebGL Learning Resources:
Excellent Abundant learning resources including Unity Learn, tutorials, and community content. |
License | Commercial Needle License:
Commercial Commercial license required for full features and deployment. Free evaluation available. | Commercial | Open Source | Commercial Unity WebGL License:
Commercial Uses standard Unity licensing (Free, Plus, Pro, Enterprise tiers based on revenue/funding). |