Save your rendering changes?

You have unsaved edits in the Rendering panel.

Spline vs. Unreal Engine

See how Spline and Unreal Engine compare across key features and capabilities for usage on the web and creating XR experiences for designers, developers and teams.

View all platform comparisons
Web-first runtime integrated with Unity and Blender plugins, complemented by Needle Cloud for optimization and hosting.
Needle
A web-based, real-time collaborative 3D design tool focused on creating interactive web experiences without requiring coding knowledge. Exports self-contained web packages or specific formats.
Spline
High-fidelity engine primarily for native games/apps. Web strategy focuses on Pixel Streaming (server-side rendering) or exporting assets (glTF) for use in other web engines.
Unreal Engine
Low-level JavaScript library for creating 3D graphics directly in the browser using WebGL.
three.js
A commercial platform specializing in high-quality, markerless WebAR experiences, featuring a cloud editor and advanced tracking capabilities.
8th Wall
The WebGL export target for the Unity game engine allows deployment of Unity projects to web browsers using WebGL and WASM.
Unity WebGL
Core Platform & Workflow
Solution Type
3D Engine
Cloud Platform
Authoring Tool
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.
3D Engine
Cloud Platform
Authoring Tool
Web Component
Spline
Solution Type: 3d-engine, cloud-platform, authoring-tool, web-component
An online platform for 3D design and animation, with direct export options for web integration.
Authoring Tool
Unreal Engine
Solution Type: authoring-tool
Primarily an authoring tool for creating experiences delivered via Pixel Streaming. No longer supports direct WebGL/Wasm client export.
3D Engine
three.js
Solution Type: 3d-engine
A foundational JavaScript library providing tools to draw 3D scenes using WebGL.
Cloud Platform
Authoring Tool
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
Authoring Tool
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.
Spline
Made for the web: Yes
Focuses on creating optimized interactive experiences specifically for the web, with tools to analyze and improve performance.
Unreal Engine
Made for the web: No
A high-end engine designed for native performance. Web deployment relies on asset export or streaming.
three.js
Made for the web: Yes
A foundational technology designed specifically for creating 3D graphics on the web.
8th Wall
Made for the web: Yes
Specifically optimized for delivering AR experiences through mobile web browsers.
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
Spline
Typical Workflows: Web Editor
Primarily a visual design tool where scenes and interactions are built using a graphical interface. Logic is handled through an event/state system.
Standalone Editor
Visual Scripting
Code
Unreal Engine
Typical Workflows: Standalone Editor, Visual Scripting, Code
Content creation uses the Unreal Editor with Blueprints (visual scripting) or C++.
Code
three.js
Typical Workflows: Code
Development is code-centric, writing JavaScript to define scenes, materials, and interactions.
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.
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.
Spline
Use with Unity: No
Exports glTF/USDZ which can be imported into Unity, but there is no direct integration or specific workflow.
Unreal Engine
Use with Unity: No
Separate engine.
three.js
Use with Unity: No
No direct integration. Solutions like Needle make integrating with three.js seamless.
8th Wall
Use with Unity: No
Focuses on web technologies with a custom editor.
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.
Spline
Use with Blender: No
Can import formats like glTF (often exported from Blender) and export glTF, but no direct integration.
Unreal Engine
Use with Blender: No
Separate engine.
three.js
Use with Blender: No
No direct integration. Assets from Blender must be exported (e.g., as glTF) and loaded.
8th Wall
Use with Blender: No
Imports standard 3D asset formats like glTF.
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.
Spline
Interactivity Building Blocks: Yes
Visual design tool with built-in interactive components for common behaviors like drag, hover, click interactions.
Unreal Engine
Interactivity Building Blocks: No
Components can be created via scripting, but there is no built-in library of interactivity components.
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.
8th Wall
Interactivity Building Blocks: Yes
Provides AR-specific components for common interactions and UI elements in WebAR experiences.
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.
Limited
Spline
Extensible with Coding: Limited
Visual event system allows for creating interactive behaviors without coding. Limited JavaScript API for exported scenes.
Unreal Engine
Extensible with Coding: Yes
Blueprints visual scripting and C++.
three.js
Extensible with Coding: Yes
Uses JavaScript or TypeScript for all implementation, giving full control but requiring manual coding.
8th Wall
Extensible with Coding: Yes
JavaScript API for creating AR experiences, with integration for Three.js, A-Frame, or Babylon.js.
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.
Good
Spline
Physically-Based Rendering: Good
Supports PBR materials through a layer-based system, lighting (directional, spot, point), shadows, and post-processing effects.
Unreal Engine
Physically-Based Rendering: Yes
High-end rendering capabilities (Nanite, Lumen, PBR) for desktop and high-performance mobile devices.
three.js
Physically-Based Rendering: Yes
Supports PBR materials, various shadow types, post-processing effects, and gives fine-grained rendering control.
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.
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.
Spline
Component System: Yes
Features a 'Component' system allowing reuse of objects and their properties, aiding in creating design systems within Spline, but differs from traditional ECS architectures.
Unreal Engine
Component System: Yes
Uses the Actor-Component model.
three.js
Component System: No
Does not enforce an ECS architecture, though one can be implemented on top.
8th Wall
Component System: Yes
Depends on the integrated rendering framework (e.g., A-Frame uses ECS).
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.
Spline
Built-in Networking: No
Supports real-time collaboration within the editor but does not provide features for runtime networking or multiplayer experiences in exported applications.
Unreal Engine
Built-in Networking: Yes
Pixel Streaming is fundamentally a networking solution. Unreal Engine has robust native networking.
three.js
Built-in Networking: No
Networking capabilities must be added using external libraries.
8th Wall
Built-in Networking: No
Networking needs to be implemented using external libraries or services.
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.
Spline
Timelines and Sequencing: Yes
Includes timeline-based animation system for keyframe animation and sequencing.
Unreal Engine
Timelines and Sequencing: Yes
Comprehensive Sequencer timeline system for cinematic sequences and complex animation control.
three.js
Timelines and Sequencing: No
Basic animation system exists, but no built-in timeline or sequencing system.
8th Wall
Timelines and Sequencing: No
No built-in timeline or sequencing system, relies on manual animation code or framework features.
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.
Spline
Animation Controls: Yes
Supports keyframe animation, state-based transitions, and interactive events to trigger animations.
Unreal Engine
Animation Controls: Yes
Supports complex animations.
three.js
Animation Controls: Yes
Provides core functionalities for keyframe animation playback and morph targets.
8th Wall
Animation Controls: Yes
Animation capabilities depend on the chosen rendering engine.
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.
Spline
Animated Materials: Yes
Supports material animation through the timeline system and visual animation tools.
Unreal Engine
Animated Materials: Yes
Advanced material system with dynamic parameters, material instances, and material functions.
three.js
Animated Materials: No
Supports material animation through code, but not for imported assets.
Via Framework
8th Wall
Animated Materials: Via Framework
Depends on the underlying framework used (Three.js, A-Frame, etc.).
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.
Spline
Audio Playback: Yes
Supports adding sounds to scenes, including positional audio and background music.
Unreal Engine
Audio Playback: Yes
Audio features are part of the engine.
three.js
Audio Playback: Yes
Includes support for positional audio using the Web Audio API.
8th Wall
Audio Playback: Yes
Audio capabilities depend on the chosen rendering engine.
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.
Spline
Video Playback: Yes
Supports using videos as textures on 3D models.
Unreal Engine
Video Playback: Yes
Supported within the streamed Unreal application.
three.js
Video Playback: Yes
Supports using HTML video elements as textures.
8th Wall
Video Playback: Yes
Supports video textures through integrated rendering engines.
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.
Spline
Physics Integration: Yes
Includes built-in physics simulation capabilities for creating dynamic interactions.
Unreal Engine
Physics Integration: Yes
Physics simulation is part of the engine but not exported via glTF.
three.js
Physics Integration: No
Requires integration with external physics libraries like Rapier, Cannon.js, or Ammo.js.
8th Wall
Physics Integration: Yes
Physics capabilities depend on the chosen rendering engine.
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.
Spline
glTF 3D Support: Yes
Can import and export models in glTF format for interoperability with other tools.
Unreal Engine
glTF 3D Support: Yes
Provides an official importer and exporter for 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.
8th Wall
glTF 3D Support: Yes
Supports loading glTF assets.
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
Spline
Custom User Interfaces: Limited
UI elements are typically created using 3D text and objects within the scene itself; no dedicated 2D canvas UI system.
Unreal Engine
Custom User Interfaces: Yes
Features the UMG UI Designer.
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.
Limited
8th Wall
Custom User Interfaces: Limited
UI is typically created using HTML/CSS overlays or the UI system of the chosen rendering engine.
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.
Spline
Web Component: Yes
Exports can be embedded using iframe or Javascript code snippets, including a React component export and a generic web component ('spline-viewer') for better performance with multiple embeds. The authoring tool itself is not web component based.
Unreal Engine
Web Component: No
Pixel Streaming requires a custom client player.
three.js
Web Component: No
It's a library, not a web component.
8th Wall
Web Component: No
Experiences are typically loaded via the 8th Wall JS library.
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.
Spline
PWA Support: No
Spline exports can be included within a PWA, but Spline itself doesn't provide specific features for PWA development.
Unreal Engine
PWA Support: No
Not supported.
three.js
PWA Support: No
As a JavaScript library, it can be used within Progressive Web Apps but provides no PWA features itself.
8th Wall
PWA Support: No
WebAR experiences created with 8th Wall can be integrated into Progressive Web Apps.
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.
Good
Spline
HTML/CSS Integration: Good
Designed to be easily embedded into HTML pages using generated code snippets (iframe or JavaScript).
Unreal Engine
HTML/CSS Integration: No
Pixel Streaming client allows some UI customization and JS interaction, but doesn't contain features to make this easy.
three.js
HTML/CSS Integration: Yes
Integrates with standard HTML/JavaScript workflows, allowing rendering into a canvas element.
8th Wall
HTML/CSS Integration: Yes
Allows overlaying HTML/CSS elements for UI.
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.
Spline
Host Anywhere: Yes
Exports are self-contained web packages deployable on static servers. Spline also offers hosting for public URL embeds.
Unreal Engine
Host Anywhere: No
Pixel Streaming requires significant server infrastructure (GPU instances). glTF export requires only static hosting for assets.
three.js
Host Anywhere: Yes
Applications can typically be hosted on static web servers.
8th Wall
Host Anywhere: No
Requires the 8th Wall platform for tracking and hosting.
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.
Spline
Asset Hosting: Yes
Spline hosts scenes shared via Public URLs. Exported code/files can be self-hosted.
Unreal Engine
Asset Hosting: No
Requires external hosting.
three.js
Asset Hosting: No
Requires external hosting for 3D models and other assets.
8th Wall
Asset Hosting: Yes
Includes hosting as part of the platform service.
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.
Spline
App Hosting: Yes
Scenes can be hosted directly on Spline's servers.
Unreal Engine
App Hosting: No
Requires external hosting.
three.js
App Hosting: No
Requires external hosting for the application files.
Required
8th Wall
App Hosting: Required
Using the 8th Wall platform requires hosting on 8th Wall's servers.
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/Large (includes runtime)
Spline
Engine Size: Medium/Large (includes runtime)
Exports include the Spline runtime, which can increase the initial download size compared to solutions using shared runtimes or minimal frameworks. Size depends on scene complexity and export settings.
Large
Unreal Engine
Engine Size: Large
Not applicable for client-side web builds.
Small
three.js
Engine Size: Small
The core library has a relatively small footprint, though application size depends on usage.
Medium
8th Wall
Engine Size: Medium
Includes sophisticated AR tracking libraries.
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
Spline
Loading Performance: Moderate
Loading times depend heavily on scene complexity, polygon count, texture sizes, and the included runtime. Optimization tools are provided, but complex scenes can experience noticeable load times.
Low
Unreal Engine
Loading Performance: Low
Pixel Streaming load time involves connecting to the server.
Fast
three.js
Loading Performance: Fast
Core library loads quickly; overall application load time depends heavily on asset sizes and application structure.
Moderate
8th Wall
Loading Performance: Moderate
Loading time depends on experience complexity and network conditions.
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 (scene dependent)
Spline
Runtime Performance: Good (scene dependent)
Performance is generally good for well-optimized scenes but can degrade with high polygon counts, complex materials, numerous objects, or intensive interactions, especially on lower-end devices.
High (Streaming)
Unreal Engine
Runtime Performance: High (Streaming)
glTF performance depends on target engine. Pixel Streaming performance is high (server-rendered) but subject to network latency.
High
three.js
Runtime Performance: High
Offers high performance potential due to its low-level access, but optimization is the developer's responsibility.
Good
8th Wall
Runtime Performance: Good
Offers robust and performant AR tracking, overall performance also depends on rendering complexity.
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.
Limited (Internal)
Spline
Smart Asset Optimization: Limited (Internal)
Provides tools like polygon reduction guidance, material asset reuse, geometry compression on export, and image quality controls, but lacks explicit support for advanced texture compression formats like Basis Universal or Draco geometry compression visibility.
Unreal Engine
Smart Asset Optimization: Yes
Features like Nanite/Lumen can pre-process assets. glTF exporter offers texture control.
three.js
Smart Asset Optimization: No
Supports optimized formats like glTF (with Draco compression, KHR texture transforms etc.), but doesn't perform automatic optimization.
8th Wall
Smart Asset Optimization: No
The platform handles some processing, but optimization relies on preparing assets beforehand.
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.
Spline
Mesh and Texture LODs: No
Focuses on optimization but does not have a dynamic LOD system.
Unreal Engine
Mesh and Texture LODs: Yes
Robust LOD system for both meshes and textures with automatic generation options.
three.js
Mesh and Texture LODs: No
Basic support for mesh LODs, no built-in system for texture LODs.
8th Wall
Mesh and Texture LODs: No
Relies on optimization being done before asset upload; no dynamic LOD system.
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.
Spline
VR Support (WebXR): No
Does not directly export WebVR experiences. Requires exporting models (e.g., glTF) and using a VR-capable framework.
Unreal Engine
VR Support (WebXR): No
Very limited experimental support.
three.js
VR Support (WebXR): Yes
Supports VR experiences through the WebXR API.
8th Wall
VR Support (WebXR): No
Primary focus is WebAR.
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.
Spline
AR Support (WebXR): No
Does not directly export WebAR experiences. Exports USDZ for AR Quick Look on iOS, but full WebAR requires external frameworks.
Unreal Engine
AR Support (WebXR): No
Not supported.
three.js
AR Support (WebXR): Yes
Supports AR experiences on compatible Android devices through the WebXR API.
8th Wall
AR Support (WebXR): Yes
Provides markerless AR for Android, but requires additional camera permissions and uses more CPU and GPU resources.
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.
Limited
Spline
AR Support (iOS): Limited
USDZ files compatible with AR Quick Look on iOS can be exported from the web app. Also provides native Swift embeds for iOS apps.
Unreal Engine
AR Support (iOS): No
Not supported.
Limited
three.js
AR Support (iOS): Limited
Limited support for static assets in QuickLook via USDZExporter.
8th Wall
AR Support (iOS): Yes
Provides markerless AR for iOS, but requires additional camera permissions and uses more CPU and GPU resources.
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.
Limited
Spline
AR Support (visionOS): Limited
USDZ files compatible with AR Quick Look on iOS can be exported from the web app. Also provides native Swift embeds for iOS apps.
Unreal Engine
AR Support (visionOS): No
Pixel Streaming is a potential path. Native visionOS support exists.
Limited
three.js
AR Support (visionOS): Limited
Limited support for static assets in QuickLook via USDZExporter.
8th Wall
AR Support (visionOS): No
Focus is on mobile WebAR.
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
Spline
AR Tracking Types: Surface
Primarily through USDZ export for object placement in AR Quick Look.
Unreal Engine
AR Tracking Types: No
AR tracking would need to be handled by the custom Pixel Streaming client application.
Surface
three.js
AR Tracking Types: Surface
Primarily supports World Tracking via the WebXR API.
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.
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.
Spline
Official Support Availability: Yes
Official support channels are typically available for paid subscribers, while community support is available for all users via Discord.
Unreal Engine
Official Support Availability: Yes
Paid support and enterprise options available.
three.js
Official Support Availability: No
Support is primarily community-driven.
8th Wall
Official Support Availability: Yes
Support available through paid plans.
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
Spline
Learning Resources: Good
Offers official documentation, tutorials (text and video), a library of templates/examples, and an active community forum/Discord server.
Unreal Engine
Learning Resources: Yes
Vast library of learning content on the Epic Developer Community and elsewhere.
three.js
Learning Resources: Yes
Vast number of official examples, tutorials, books, and community resources available.
Good
8th Wall
Learning Resources: Good
Offers project library, documentation, and tutorials.
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
Spline
License: Commercial
Spline is a proprietary tool with free and paid subscription tiers offering different feature sets and usage limits.
Commercial
Unreal Engine
License: Commercial
Free to use up to a revenue threshold, then royalty-based or custom licensing.
Open Source
three.js
License: Open Source
Available under the permissive MIT license.
Commercial
8th Wall
License: Commercial
A commercial platform with various pricing tiers.
Commercial
Unity WebGL
License: Commercial
Uses standard Unity licensing (Free, Plus, Pro, Enterprise tiers based on revenue/funding).

Frequently asked questions

Pricing Contact

Send us a message

Please enter your message below. We will get back to you as soon as possible.
Imprint Terms of Use Privacy Policy