Immersive Web SDK
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| Immersive Web SDK | |
|---|---|
| Information | |
| Type | WebXR framework / software development kit |
| Industry | Virtual reality, mixed reality, web development |
| Developer | Meta Platforms |
| Written In | TypeScript |
| Operating System | Cross-platform (runs in web browsers) |
| License | MIT License |
| Supported Devices | WebXR-capable headsets, including Meta Quest headsets; desktop browsers through IWER emulation |
| Release Date | September 17, 2025 (0.1.0); September 24, 2026 (1.0.0) |
| Website | https://iwsdk.dev |
The Immersive Web SDK (IWSDK) is an open-source framework from Meta Platforms for building WebXR and browser-based 3D applications. Meta's documentation describes it as combining Three.js rendering with an entity component system (ECS) and says that it also includes project tools, browser emulation and common runtime systems.[1] The SDK is written in TypeScript, published as a set of npm packages under the @iwsdk scope and licensed under the MIT License.[2][3]
Meta unveiled IWSDK at Meta Connect in September 2025 and described it the following month as available in early access.[4][5] Version 1.0, which the package changelog calls "the first stable release" of the runtime and tooling packages, was published on npm on September 24, 2026; Meta's dedicated blog post about the release followed on October 14, 2026.[6][7][8] Meta's WebXR overview for Horizon OS developers tells them to use IWSDK "as the primary path for building an immersive web experience".[9]
For web-based VR games and other immersive experiences, IWSDK supplies pre-built systems for grabbing, locomotion, spatial audio, physics and scene understanding, a desktop WebXR emulator, and tooling through which AI coding agents can inspect, control and debug a running app.[4][10] Apps are hosted at ordinary HTTPS addresses and run in browsers such as Meta Quest Browser, and Meta documents packaging them as progressive web apps for the Meta Horizon Store.[11][12]
History
Announcement and early access
Meta's developer blog post for Meta Connect 2025, dated September 18, 2025, presented the new SDK as a foundation built on Three.js and "a high-performance entity component system", with pre-built systems for grabbing, locomotion, spatial audio, physics using Havok and scene understanding.[4] The post said that the emulation runtime activates automatically on localhost, so the same code can be tested on a desktop or in VR, and that spatial interfaces use UIKit, which Meta called a GPU-accelerated UI system and said supports Flexbox layouts.[4] Version 0.1.0 of @iwsdk/core had appeared on npm on September 17, 2025.[7][13]
On October 7, 2025, Meta published a longer introduction that called IWSDK "a WebXR development toolkit that's available now in early access".[5] The post said that IWSDK supports mixed reality web experiences using passthrough and described scene understanding that represents detected planes and meshes, such as floors, walls and tables, as entities in the scene.[5] Meta also said that its Meta Spatial Editor, for Windows and Mac, "was built to work with the IWSDK", with editor changes appearing in the local development server when the editor project is saved, and it introduced UIKitML, a spatial UI authoring language with HTML-like syntax and CSS-like styling that could be previewed in a VS Code extension.[5] The same post stated that since Connect 2024 an average of more than one million users a month had engaged with WebXR experiences on Meta Quest.[5]
AI tooling and pre-1.0 releases
Versions 0.2.0 to 0.2.2 followed in November 2025.[7] Version 0.3.0, released on March 11, 2026, connected the development server to the AI coding assistants Claude Code, Cursor, GitHub Copilot and OpenAI Codex, through the Model Context Protocol (MCP); the changelog summarizes the change as "AI-native development with MCP tooling".[6] The release included an MCP server with 34 tools for XR session management, device control, browser observation and scene and ECS inspection, a local retrieval-augmented generation server for semantic code search, a Playwright-managed Chromium browser with automatic installation and crash recovery, and six Claude Code skills (planner, grab, ray, UI, debug and physics).[6] Other additions were depth occlusion, poke interaction with hysteresis thresholds for hand tracking, an environment raycast system that wraps the WebXR Hit Test API for tap-to-place, and persistent anchors; the @iwsdk/vite-plugin-iwer package was renamed @iwsdk/vite-plugin-dev.[6] Meta described the resulting workflow in an April 2026 blog post.[14]
Version 0.4.0 (May 11, 2026) added a browser-first mode, in which a world created with XR disabled runs the same scene in a desktop browser, action-based input for locomotion, WebXR quad and cylinder composition layers, and a SwiftShader software-rendering fallback for Linux cloud machines without a GPU.[6] It moved MCP access and the management of agent configuration files into the @iwsdk/cli package, with configurations for Claude Code, Cursor, Codex and Copilot now written when a project is created, and it connected reference search from the @iwsdk/reference package to the CLI and runtime.[6] That package had first appeared on npm with version 0.3.2 on April 13, 2026.[15]
Version 0.5.0 (July 31, 2026) replaced the Meta Spatial Editor integration with a native IWSDK 3D scene editor and a native scene JSON format, and its changelog states that the Meta Spatial Editor integration "is deprecated from this release onward".[6] The release also removed the legacy @iwsdk/glxf package, had projects declare their scene, modules, world options and emulator settings in an iwsdk.config.json file, made UIKitML source files load directly at runtime instead of being compiled to JSON by a Vite plugin, and added an iwsdk-scene-composer skill to generated Claude and Codex projects.[6]
Version 1.0 and later
Release candidates for 1.0 were published on September 23 and 24, 2026, and @iwsdk/core 1.0.0 followed on September 24.[7] Meta's developer recap of Connect 2026, published the same day, named WebXR and IWSDK as one way to build for Meta VR Glasses, which Meta announced at that event and says will ship in spring 2027.[12][8][16] According to the 1.0 changelog, the SDK packages "continue to share one fixed version", and breaking API changes now require a new major version.[6] The release added configurable gaze input with a metaVRGlasses emulator device and a development-only gaze preview for physical Quest headsets, opt-in control of native WebXR sessions on a physical Quest, with generated-project guidance for running tests through an ADB-reversed localhost connection, and live inspection of UIKitML elements from the CLI and MCP.[6] Projects with physics enabled now run Havok in a Web Worker at a fixed 60 Hz by default, with a main-thread mode kept for debugging and compatibility, and the eyeTracking configuration alias was deprecated in favor of gazeTracking.[6][17][18] Meta's dedicated blog post about 1.0 followed on October 14, 2026.[8]
Version 1.0.1, a patch release, followed on October 1, 2026.[6][7] The 1.1.0 release candidates, published from October 13, 2026, moved the SDK to Three.js r185 and switched the emulator to built-in test rooms from version 2.6.0 of the IWER emulator runtime.[6] As of November 1, 2026, the newest published version is 1.1.0-rc.2 of October 23, 2026, and the newest stable version is 1.0.1.[7]
Version history
The table lists selected releases of @iwsdk/core, with npm publication dates (UTC).
| Version | Release date | Notes |
|---|---|---|
| 0.1.0 | September 17, 2025 | First npm release[7] |
| 0.2.0 | November 8, 2025 | Followed by 0.2.1 (November 18) and 0.2.2 (November 21); the package changelog begins with 0.3.0[7][6] |
| 0.3.0 | March 11, 2026 | MCP server and AI agent tooling, Claude Code skills, depth occlusion, poke interaction, environment raycast[6] |
| 0.4.0 | May 11, 2026 | Browser-first runtime, action-based locomotion input, reference search, MCP access moved to @iwsdk/cli, quad and cylinder layers[6] |
| 0.5.0 | July 31, 2026 | Native scene editor and scene JSON; Meta Spatial Editor integration deprecated; UIKitML parsed at runtime[6] |
| 1.0.0 | September 24, 2026 | First stable release; gaze input and Meta VR Glasses emulation; Havok in a Web Worker by default[6] |
| 1.0.1 | October 1, 2026 | Patch release[6] |
| 1.1.0-rc.0 to rc.2 | October 13 to 23, 2026 | Release candidates; Three.js r185; IWER 2.6.0 built-in rooms in the emulator[6][7] |
Architecture
The source code is hosted in the meta/immersive-web-sdk repository on GitHub, and the runtime and tooling packages are versioned and published together at one shared version using Changesets.[2][19] The README lists these main packages:[2]
| Package | Role |
|---|---|
@iwsdk/core |
Core SDK with the ECS, systems and WebXR integration |
@iwsdk/create |
Command-line tool for scaffolding new projects |
@iwsdk/locomotor |
Locomotion engine for Three.js WebXR |
@iwsdk/xr-input |
WebXR input system for Three.js |
@iwsdk/vite-plugin-dev |
XR emulation, AI agent tooling and the development browser |
Entity component system and rendering
An IWSDK application is organized as an entity component system. Components are small, flat data definitions attached to entities, and systems query for entities that have particular components and update them every frame.[20] The ECS is powered by elics, a separately published MIT-licensed ECS library for web games; on top of it, a World object coordinates Three.js rendering, the WebXR session, the input rig, asset loading and the ECS scheduler.[20][21] The documentation says that IWSDK builds on WebXR and Three.js rather than replacing them, so standard Three.js meshes, materials, transforms and math remain available.[22] IWSDK pins its Three.js build through the super-three npm package, version 0.181.0 from release 0.3.0 through 1.0 and 0.185.0 (Three.js r185) from 1.1.0-rc.0, and the README tells applications to alias three to the same package so that the app and the SDK share one Three.js runtime.[6][2]
Interaction and locomotion
Input is handled by @iwsdk/xr-input, the SDK's WebXR input system for Three.js.[2] The grabbing system provides three patterns, one-hand grabbing, two-hand grabbing with scaling and ray-based distance grabbing, and it is built on the @pmndrs/handle library.[23] Gaze input treats eye gaze as a single session-wide ray pointer: gaze chooses the target and a pinch from either hand performs the select, through the same pointer-event and ECS path as hand and controller rays, so targets need no gaze-specific handlers.[18] Setting gazeTracking to true requests gaze as an optional WebXR feature.[18]
The locomotion system covers slide, which moves the player with the thumbstick and offers an optional comfort vignette and jumping; arc-based teleport; and snap or smooth turning.[24] Movement is computed by the @iwsdk/locomotor engine, which runs on the main thread or in a Web Worker and uses BVH-accelerated collision queries.[24] The documentation notes that artificial movement without matching inner-ear acceleration can cause discomfort, which it relates to vection, and says that IWSDK defaults to teleport and snap turn while letting developers enable slide, smooth turn and jumping.[24]
Physics
Physics uses the Havok engine through the @babylonjs/havok package, which is published under the Babylon.js npm scope as "The Havok physics engine for the web".[25][26] A PhysicsSystem manages the Havok world, PhysicsShape components define collision shapes and material properties such as density, restitution and friction, and PhysicsBody components set static, dynamic or kinematic motion.[25] Since 0.4.2, apps with physics disabled no longer download Havok's roughly 2 MB WebAssembly binary.[6]
Spatial UI
3D user interfaces in IWSDK use UIKit (@pmndrs/uikit), a UI runtime built on Three.js with Yoga flexbox layout and MSDF text rendering, which batches panels and glyphs to reduce draw calls.[27] Interfaces are written in UIKitML, which the documentation calls "a strict HTML/CSS-like language for spatial UI"; since 0.5.0 the @drawcall/uikitml library parses UIKitML source files in the browser at runtime, with no compilation step.[28][6] For browser HUDs, menus and forms outside the 3D world, the documentation describes using React or Preact for DOM interfaces while the IWSDK ECS stays the owner of the experience state, and it warns that a browser DOM overlay should not be assumed to appear in the headset.[29]
Mixed reality features
The scene understanding system provides plane detection, mesh detection with semantic labels such as table, chair and wall, and anchors for the active session, with same-device restoration where the runtime supports persistent anchors.[30] Depth occlusion uses the device's depth sensing to hide virtual objects behind real-world surfaces, with soft, hard and min-max occlusion modes.[31] The camera API captures cameras that the browser exposes through navigator.mediaDevices; according to the documentation, it does not expose Meta Quest passthrough imagery or raw headset tracking-camera frames.[32]
Platform services
IWSDK does not provide APIs for identity, profiles or friends, achievements, leaderboards or matchmaking, cloud saves, commerce or payments, or hosted databases. Its documentation calls the absence intentional, describes using a conventional web backend for such services, and notes that native Horizon, Unity or Unreal APIs are not IWSDK APIs.[33]
Development tooling
Project creation
Projects are created with npm create @iwsdk@latest, an interactive generator whose questions include a choice between TypeScript and JavaScript.[34] According to Meta's 1.0 announcement, developers choose virtual reality, mixed reality or desktop 3D and pick an AI coding tool.[8] The setup guide lists Node.js 20.19.0 or later and a modern browser (Chrome, Edge, Firefox or Safari) as prerequisites and calls a WebXR headset optional because of the IWER emulator.[34]
Emulation
Desktop testing uses the Immersive Web Emulation Runtime (IWER), a TypeScript tool from Meta that emulates the WebXR Device API so that WebXR applications can run in browsers without native WebXR support.[35] Meta announced IWER in July 2024, saying that it had introduced its Immersive Web Emulator (IWE) browser extension the previous year, and described experimental IWER utilities for recording input on a headset and replaying it in other browsers.[36] Version 2.0 of the IWE extension is powered by IWER; the extension's repository was archived on October 1, 2026.[37]
In IWSDK, the iwsdkDev Vite plugin injects IWER during development. By default IWER activates when the app is opened from localhost and is skipped on the Quest browser, and it can emulate a Meta Quest 2, Meta Quest 3, Meta Quest Pro, Meta VR Glasses or the original Oculus Quest.[38] Keyboard and mouse controls move the emulated headset and drive the controllers' thumbsticks, triggers and grips, and a toolbar switches between controllers and hands.[38] Since 1.1.0-rc.0 the environment for AR scene-understanding tests is one of eight built-in rooms, each reporting planes, meshes and a global mesh like a Quest room scan.[38][6] IWER does not emulate WebXR Layers, so the documentation advises keeping layers optional when testing in the emulator.[38]
Headset testing
Browsers allow WebXR only on secure origins, so the development server uses HTTPS with an untrusted development certificate; a physical headset shows its normal certificate warning, which the guide says to accept.[38] A headset on the same Wi-Fi network can open the server's network address, and ADB port forwarding over USB is the documented fallback.[38] For Meta VR Glasses, the metaVRGlasses emulator profile simulates the glasses' narrower field of view and adds a gaze input source, and a development-only preview on Quest headsets without eye tracking uses head direction in place of gaze; the documentation states that this simulated gaze "does not validate eye-tracking accuracy".[18] Meta's 1.0 announcement describes the same setup: on desktop the cursor acts as gaze while an emulated hand pinches, and on Quest 3 and 3S the view is cropped to the glasses' narrower field of view.[8]
Building and hosting
Starter projects build with Vite into a static site in a dist folder.[39] Hosting requires HTTPS from a publicly accessible origin, from which Meta Quest Browser loads the experience like any website; the documentation names GitHub Pages and Vercel as example hosts and notes that Meta's Web Launch accepts HTTPS targets for sending an experience to a headset.[11] Web apps can also be packaged as progressive web apps and submitted to the Meta Horizon Store.[12]
Template for v0
Meta and Vercel have published an IWSDK template for v0 by Vercel, which takes a text prompt to a deployed WebXR scene that can be opened on a headset.[8][16] Meta's Connect 2026 recap of September 24, 2026, already pointed developers to the template, and a dedicated post followed on October 8.[12][16] Meta describes it as a TypeScript project built on Three.js and Vite, pre-configured with IWSDK's WebXR scaffolding, the Meta VR Glasses input model and a Vercel build configuration.[16] The same post mentions a hands-on Connect 2026 workshop titled "From prompt to device: Build for Meta VR with AI".[16]
AI coding-agent support
IWSDK's documentation describes the SDK as "built from the ground up for AI-assisted immersive web development".[10] When AI is enabled and the app is started through the iwsdk command-line tool, the stack sets up three parts: a Playwright-managed Chromium browser that loads the app, an MCP server (iwsdk mcp stdio) that exposes control of the current application, the emulated XR runtime, native scenes and ECS state, and configuration files through which the AI tool discovers that server.[10] Commands pass from the MCP server to the managed browser over a WebSocket, and the development server accepts them only with a session credential that it writes into the project directory.[10]
The runtime tools fall into session, transform, input, browser, scene and ECS categories. They can accept, monitor and end XR sessions, position the emulated headset, controllers and hands, trigger selects and gamepad input, take screenshots and read diagnostics, inspect the Three.js scene hierarchy, pause and step the ECS simulation, query entities and diff state snapshots.[10] The 0.3.0 changelog listed 34 tools for the development MCP server, while Meta's April 2026 post described "over 40 specialized tools" across scene inspection, XR device emulation, ECS debugging and semantic code search.[6][14] In the current documentation the common browser tool set is limited to seven tools that "do not provide arbitrary URL navigation"; an escape hatch for broader browser automation must be enabled explicitly and is disabled by default.[10]
Two modes are documented. In collaborate mode, the default, the developer and the agent share one visible managed browser that contains both the runtime preview and the editor; agent mode runs headless for unattended work.[10] Version 0.3.0 had offered three modes, named agent, oversight and collaborate.[6]
The getting-started guide lists Claude Code, Cursor, GitHub Copilot, Codex and OpenCode as supported AI tools.[40] Each starter project contains a single AGENTS.md instructions file, which Claude Code reads through a small CLAUDE.md file that imports it, and an adapter sync command writes each tool's MCP configuration, such as .mcp.json for Claude Code and .vscode/mcp.json for GitHub Copilot.[40] Meta's 1.0 announcement says that every new project comes with an MCP server and agent skills that work with an agent of the developer's choice.[8]
Optional MCP servers extend this setup. The reference server from @iwsdk/reference provides semantic code search and IWSDK API knowledge after a warmup command downloads a pinned model and the reference corpus, and Meta's April 2026 post described the semantic search as covering "more than 3,000 indexed code chunks" from the IWSDK codebase.[10][14] When Meta's @meta-quest/metavr package is installed, a MetaVR server adds Quest device management, 3D asset search in Meta's asset library and IWSDK documentation lookup.[10]
Version 1.0 extended agent testing from the desktop emulator to a connected Quest headset. Meta's announcement says that in this mode the browser, the rendering and the frame rate all come from the device, so the measurements are not an approximation.[8] The announcement also presents the Agentic Scene Composer, a visual editor that a coding agent can drive: the developer arranges objects in the editor, switching between Runtime and Editor in the same window, while the agent writes models, materials and behaviors in code, places them in the scene and renders the result to check its work.[8] In the documentation, scene JSON files under public/scenes are the authoring API, which agents edit with ordinary file tools, and the managed editor raises an explicit conflict instead of overwriting unsaved human changes.[41]
Use in VR development
Meta's April 2026 post says that Meta rebuilt the codebase of Project Flowerbed, a VR gardening experience for the web that originally required tens of thousands of lines of custom code, "from the ground up in only 15 hours" with IWSDK's AI workflow, reusing the project's existing creative assets.[14] Road to VR, reporting the claim, identified Flowerbed as Meta's 2022 VR gardening demo.[42] In the 1.0 announcement, Meta shows an agent that plays every level of the game Hyperform on a Quest 3, profiles slowdowns, fixes them and replays until the game holds 90 FPS, and it says that it used the scene composer workflow to build Connect Island, a virtual venue with a pavilion, a session stage and a day-night cycle.[8]
Supported platforms
IWSDK apps run in web browsers. Immersive sessions need a browser with WebXR support on a secure origin, while the same project can run in desktop browsers through IWER or, with XR disabled, as a browser-first 3D app.[38][22]
| Target | Documented support |
|---|---|
| Meta Quest 3 and Quest 3S | Recommended headsets in the IWSDK tutorial[38] |
| Other WebXR headsets | The tutorial says that devices such as Meta Quest 2 or Pico 4 "should also work well"; the setup guide gives Meta Quest and HTC Vive as examples of WebXR-compatible headsets[38][34] |
| Meta VR Glasses (shipping in spring 2027, according to Meta) | Gaze and pinch input; an emulator device profile; a head-direction gaze preview on Quest 3 and 3S[8][18] |
| Desktop browsers | IWER emulation with keyboard and mouse; browser-first projects can disable XR[38][22] |
| Meta Horizon Store | Web apps packaged as progressive web apps[12] |
Meta's April 2026 post lists Node.js 20 or later, Chrome or Edge and an AI coding tool as requirements for the AI workflow, with a Quest 3, 3S or Pro recommended for on-device testing but not needed to get started.[14] According to Meta's 1.0 announcement, one line of configuration turns on gaze and pinch for Meta VR Glasses, and the same app keeps working on Quest.[8]
Relation to other WebXR frameworks
IWSDK is built on Three.js, and Meta presented its @iwsdk/xr-input package as able to plug into existing Three.js WebXR projects.[5] A-Frame, another framework built on three.js, describes its core as an entity-component framework that provides "a declarative, extensible, and composable structure to three.js" and says that it is "based on top of HTML".[43] IWSDK's ECS runs on the elics library, and since 0.5.0 its scenes can also be authored as native scene JSON files.[20][6] IWSDK renders with Three.js rather than Babylon.js, but its physics integration uses the Havok package published under the Babylon.js npm scope.[1][25][26] The IWER emulator is a separate MIT-licensed package, and the IWE extension's README lists React-Three/XR as a framework with IWER built in.[35][37]
Until 0.5.0, IWSDK connected to Meta's Meta Spatial SDK tooling through the @iwsdk/vite-plugin-metaspatial package, which npm describes as Vite plugins for Meta Spatial SDK integration covering component discovery and GLXF generation; 0.5.0 replaced the Meta Spatial Editor path with IWSDK's own scene editor.[44][6] Meta's IWSDK documentation site states that "Meta recommends IWSDK for building 3D web experiences".[45]
Reception
Writing about the 1.0 release in September 2026, MIXED said that version 1.0 arrived just over a year after the first package, "a long stretch in early access for a framework aimed at everyone building for the immersive web".[13] It also observed that an SDK release is not a shipped app: Meta had not said which Horizon OS version or which browsers support gaze-and-pinch in WebXR, so for now the feature was "something developers can build against, not a feature owners can go and try".[13] Road to VR's May 2026 report on the AI workflow attributed the Flowerbed rebuild and the figure of over one million monthly WebXR users on Quest to Meta.[42]
See also
References
- ↑ 1.0 1.1 "Immersive Web SDK". Meta Horizon OS Developers. Meta Platforms. 2026-09-04. https://developers.meta.com/horizon/documentation/iwsdk/guides/overview/. Retrieved 2026-11-01.
- ↑ 2.0 2.1 2.2 2.3 2.4 "meta/immersive-web-sdk". GitHub. Meta Platforms. https://github.com/meta/immersive-web-sdk. Retrieved 2026-11-01.
- ↑ "LICENSE". GitHub - meta/immersive-web-sdk. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/LICENSE. Retrieved 2026-11-01.
- ↑ 4.0 4.1 4.2 4.3 "Meta Connect 2025: Fueling the Future of VR". Meta Horizon OS Developers Blog. Meta Platforms. 2025-09-18. https://developers.meta.com/horizon/blog/meta-connect-2025-fueling-the-future-of-vr/. Retrieved 2026-11-01.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 "Meet Immersive Web SDK: A New Era for Spatial Web Development". Meta Horizon OS Developers Blog. Meta Platforms. 2025-10-07. https://developers.meta.com/horizon/blog/immersive-web-sdk-new-era-spatial-web-development/. Retrieved 2026-11-01.
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 6.21 6.22 6.23 6.24 6.25 6.26 6.27 "@iwsdk/core changelog". GitHub - meta/immersive-web-sdk. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/packages/core/CHANGELOG.md. Retrieved 2026-11-01.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 "@iwsdk/core". npm. https://www.npmjs.com/package/@iwsdk/core?activeTab=versions. Retrieved 2026-11-01.
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 "Immersive Web SDK 1.0: Build for Quest and Meta VR Glasses with AI-Native Web Tools". Meta Horizon OS Developers Blog. Meta Platforms. 2026-10-14. https://developers.meta.com/vr/blog/immersive-web-sdk-1-0/. Retrieved 2026-11-01.
- ↑ "WebXR overview". Meta Horizon OS Developers. Meta Platforms. 2026-07-21. https://developers.meta.com/vr/documentation/web/webxr-overview/. Retrieved 2026-11-01.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 "AI-Native Development". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/ai/index.md. Retrieved 2026-11-01.
- ↑ 11.0 11.1 "Host Your Web Experience". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/08a-web-hosting.md. Retrieved 2026-11-01.
- ↑ 12.0 12.1 12.2 12.3 12.4 "VR is Expanding. Start Building for Meta VR Glasses Today". Meta Horizon OS Developers Blog. Meta Platforms. 2026-09-24. https://developers.meta.com/blog/meta-connect-recap-start-building-the-future-of-vr/. Retrieved 2026-11-01.
- ↑ 13.0 13.1 13.2 Michael Zelich (2026-09-28). "Meta's Immersive Web SDK reaches 1.0, and gaze-and-pinch comes to WebXR". MIXED. https://mixed-news.com/en/meta-immersive-web-sdk-1-0-gaze-and-pinch-webxr/. Retrieved 2026-11-01.
- ↑ 14.0 14.1 14.2 14.3 14.4 "Accelerate VR Development with AI & Immersive Web SDK". Meta Horizon OS Developers Blog. Meta Platforms. 2026-04-08. https://developers.meta.com/horizon/blog/accelerate-vr-development-with-ai-and-immersive-web-sdk/. Retrieved 2026-11-01.
- ↑ "@iwsdk/reference". npm. https://www.npmjs.com/package/@iwsdk/reference?activeTab=versions. Retrieved 2026-11-01.
- ↑ 16.0 16.1 16.2 16.3 16.4 "Build for Meta VR with v0 by Vercel". Meta Horizon OS Developers Blog. Meta Platforms. 2026-10-08. https://developers.meta.com/vr/blog/build-for-meta-vr-with-v0-by-vercel/. Retrieved 2026-11-01.
- ↑ "Immersive Web SDK v1.0". Meta Horizon OS Developers. Meta Platforms. 2026-09-24. https://developers.meta.com/vr/downloads/package/immersive-web-sdk/v1.0/. Retrieved 2026-11-01.
- ↑ 18.0 18.1 18.2 18.3 18.4 "Gaze and Pinch". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/xr-input/gaze.md. Retrieved 2026-11-01.
- ↑ "Release Guide (Changesets + pnpm)". GitHub - meta/immersive-web-sdk. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/RELEASE.md. Retrieved 2026-11-01.
- ↑ 20.0 20.1 20.2 "ECS 101". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/ecs/index.md. Retrieved 2026-11-01.
- ↑ "elics". npm. https://www.npmjs.com/package/elics. Retrieved 2026-11-01.
- ↑ 22.0 22.1 22.2 "Immersive Web SDK". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/overview.md. Retrieved 2026-11-01.
- ↑ "Grabbing Overview". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/grabbing/index.md. Retrieved 2026-11-01.
- ↑ 24.0 24.1 24.2 "Locomotion Overview". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/locomotion/index.md. Retrieved 2026-11-01.
- ↑ 25.0 25.1 25.2 "Chapter 12: Physics". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/12-physics.md. Retrieved 2026-11-01.
- ↑ 26.0 26.1 "@babylonjs/havok". npm. https://www.npmjs.com/package/@babylonjs/havok. Retrieved 2026-11-01.
- ↑ "UIKit (3D UI Runtime)". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/spatial-ui/uikit.md. Retrieved 2026-11-01.
- ↑ "UIKitML (Authoring)". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/concepts/spatial-ui/uikitml.md. Retrieved 2026-11-01.
- ↑ "React and Preact 2D UI with IWSDK". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/17-react-preact-2d-ui.md. Retrieved 2026-11-01.
- ↑ "Chapter 11: Scene Understanding". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/11-scene-understanding.md. Retrieved 2026-11-01.
- ↑ "Chapter 15: Depth Occlusion". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/15-depth-occlusion.md. Retrieved 2026-11-01.
- ↑ "Camera access". Immersive Web SDK documentation. Meta Platforms. 2026-09-05. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/13-camera-access.md. Retrieved 2026-11-01.
- ↑ "Platform Services and Backends". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/18-platform-services.md. Retrieved 2026-11-01.
- ↑ 34.0 34.1 34.2 "Chapter 1: Project Setup". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/01-project-setup.md. Retrieved 2026-11-01.
- ↑ 35.0 35.1 "meta-quest/immersive-web-emulation-runtime". GitHub. https://github.com/meta-quest/immersive-web-emulation-runtime. Retrieved 2026-11-01.
- ↑ "Introducing Immersive Web Emulation Runtime (IWER) for Faster WebXR Iteration". Meta Horizon OS Developers Blog. Meta Platforms. 2024-07-02. https://developers.meta.com/horizon/blog/immersive-web-emulation-runtime-iwer-webxr-meta-quest-developer/. Retrieved 2026-11-01.
- ↑ 37.0 37.1 "meta-quest/immersive-web-emulator". GitHub. https://github.com/meta-quest/immersive-web-emulator. Retrieved 2026-11-01.
- ↑ 38.00 38.01 38.02 38.03 38.04 38.05 38.06 38.07 38.08 38.09 "Chapter 2: Testing Experience". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/02-testing-experience.md. Retrieved 2026-11-01.
- ↑ "Chapter 8: Build & Deploy". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/guides/08-build-deploy.md. Retrieved 2026-11-01.
- ↑ 40.0 40.1 "Getting Started with AI". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/ai/getting-started.md. Retrieved 2026-11-01.
- ↑ "MCP Tools". Immersive Web SDK documentation. Meta Platforms. https://github.com/meta/immersive-web-sdk/blob/main/docs/ai/mcp-tools.md. Retrieved 2026-11-01.
- ↑ 42.0 42.1 Scott Hayden (2026-05-11). "Meta's New AI-Powered VR Toolkit Lets Anyone Build WebXR Experiences Without Coding". Road to VR. https://roadtovr.com/meta-immersive-web-ai-agent-toolkit-2026/. Retrieved 2026-11-01.
- ↑ "Introduction". A-Frame Docs. https://aframe.io/docs/1.8.0/introduction/. Retrieved 2026-11-01.
- ↑ "@iwsdk/vite-plugin-metaspatial". npm. https://www.npmjs.com/package/@iwsdk/vite-plugin-metaspatial. Retrieved 2026-11-01.
- ↑ "Immersive Web SDK". iwsdk.dev. Meta Platforms. https://iwsdk.dev/. Retrieved 2026-11-01.