three-live

mcp
Guvenlik Denetimi
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SUMMARY

AI-first Native 3D, CAD & spatial computing. Runtime and JIT compiler for Android (Filament & Jetpack XR), iOS/visionOS (RealityKit), and WebGL2/WebXR.

README.md

Disclaimer: This is not an officially supported Google product.

Three-Live

AI-First Native 3D, CAD & Spatial Computing: On-device JIT compiler turning live, AI-generated Three.js into native Android (Google Filament & Jetpack XR), iOS & visionOS (Apple RealityKit), and WebXR.

CI
Release
License

⚡ Quickstarts (Android • iOS • CLI • Web) •
📦 Install (JitPack • SwiftPM • Cargo • npm) •
▶ Live 3D Studio •
🥽 Live Spatial XR Studio •
📚 Docs

Three-Live Hero Showcase: Native Android & iOS XR, Parametric CAD & CSG, Spatial Traits & 60 Hz Physics, and AI Agent CLI

LLMs and developers excel at writing concise Three.js code—not hundreds of lines of platform-specific native 3D, shader, and AR boilerplate. Three-Live compiles standard Three.js (THREE.Mesh, THREE.CSG, userData.xr, KHR_interactivity) on-device in a sandboxed Rust VM and renders natively in Google Filament and Jetpack XR SceneCore on Android, Apple RealityKit and Quick Look on iOS and visionOS, headless 4-up PNG contact sheets (three-live-cli) for AI coding agents, and WebGL2 / WebXR on the Web.


Quickstarts

1. Run Three.js natively on Android (Google Filament & Jetpack XR SceneCore)

Compile standard Three.js code over zero-copy JNI and drive native Google Filament rendering, 60 Hz physics, and Jetpack XR SceneCore spatial entities:

import com.google.threelive.FilamentHelper
import com.google.threelive.XRLiveRuntimeSession
import com.google.threelive.XRLiveSceneCoreHelper

val threeJsCode = """
  const core = new THREE.Mesh(
    new THREE.IcosahedronGeometry(0.55, 3),
    new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.85, roughness: 0.15 })
  );
  core.userData.xr = { grab: '2-hand', orbit: { speed: -0.4 } };
  scene.add(core);
""".trimIndent()

// Compile Three.js to a zero-copy GLB ByteBuffer and load directly into Google Filament
val holder = FilamentHelper.loadModelZeroCopy(threeJsCode) { buffer ->
    assetLoader.createAssetFromBinary(buffer)
}

// Step live KHR_interactivity graphs, 60 Hz rigid-body physics, and spatial traits per frame
val runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer)
runtime.step(dtSeconds = 1.0 / 60.0)

// Or attach interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCore
XRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)

2. Run Three.js natively on iOS, macOS, and visionOS (Apple RealityKit)

Compile the exact same Three.js code into Apple RealityKit (ARView / RealityView) or .usdz:

import ThreeLiveCompiler
import RealityKit

@MainActor
func loadSpatialScene(from threeJsCode: String, into arView: ARView) async throws -> XRLiveRealityKitSession? {
    let glb = try ThreeCompiler.compileToGLB(script: threeJsCode)
    let entity = try await RealityKitHelper.loadEntity(fromGLB: glb)
    XRLiveRealityKit.installTraits(on: entity, in: arView)

    // Bind live KHR_interactivity, 60 Hz physics, and spatial traits to RealityKit SceneEvents.Update
    let session = XRLiveRealityKitSession(glbData: glb, root: entity)
    session?.installInputTargets()
    session?.start()
    return session
}

3. Verify & compile Three.js headlessly for AI agents (three-live-cli)

Render a 4-up orthographic/camera contact sheet (zero GPU required), run the spatial linter for JSON frustum/overlap telemetry, or compile scene.js to .glb / .usdz:

$ npx three-live-cli render scene.js --view=quad --grid --annotations -o contact_sheet.png
$ npx three-live-cli validate scene.js --json
$ npx three-live-cli convert scene.js -o model.usdz

4. Run on the Web (<three-live> and <xr-live>)

On the web, <three-live> (< 30 KB gz viewer, < 70 KB gz with the live Three.js compiler) and <xr-live> (< 82 KB gz) render the same Three.js scenes in WebGL2 and 6DoF WebXR with 1-tap mobile AR handoff:

// Standard Three.js scene (runs identically in Android, iOS, CLI, and Web)
const mesh = new THREE.Mesh(
  new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16),
  new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.8, roughness: 0.15 })
);
mesh.userData.xr = { grab: '1-hand', billboard: 'capsule' };
scene.add(mesh);

Install packages and bundles

Package installation

  • 1. Android (JitPack, GitHub Packages Maven, prebuilt release AAR, or source):

    • JitPack (https://jitpack.io, no authentication required): Add
      maven("https://jitpack.io") to settings.gradle.kts, then add:

      dependencies {
        implementation("com.github.google.three-live:compiler:v1.3.0")
        // Optional adapters: :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe
      }
      
    • GitHub Packages Maven
      (https://maven.pkg.github.com/google/three-live):
      Configure the
      repository in settings.gradle.kts and add
      implementation("com.google.threelive:compiler:1.3.0") (plus optional
      :filament, :firebase-ai, :detect-mlkit, :hands-androidxr,
      :hands-mediapipe).

    • Prebuilt AAR: Download three-live-compiler-release.aar (includes
      arm64-v8a, armeabi-v7a, and x86_64 JNI .so libraries) and
      optional adapter AARs (three-live-filament-release.aar, etc.) from
      GitHub Releases
      into app/libs/ and add
      implementation(files("libs/three-live-compiler-release.aar")).

    • Maven Local (com.google.threelive:compiler:1.3.0): Run
      ./gradlew :mobile:android:publishReleasePublicationToMavenLocal and
      add implementation("com.google.threelive:compiler:1.3.0").

    • From source: Run make android (or
      bash scripts/build_android_aar.sh).

  • 2. iOS, macOS, and visionOS (Swift Package Manager):

    .package(url: "https://github.com/google/three-live.git", from: "1.0.0")
    

    Swift Package Manager automatically resolves the prebuilt, checksum-pinned
    ThreeLiveCompiler.xcframework.zip archive from GitHub Releases—no local
    Rust or Node.js toolchain is required.

  • 3. Rust CLI (three-live-cli) and library crate (Crates.io, prebuilt binaries, or source):

    • Crates.io (library & CLI):

      cargo add three-live-compiler
      # Or install the standalone CLI binary from Crates.io:
      cargo install three-live-compiler --bin three-live-cli
      
    • Prebuilt binaries: Download standalone binaries for macOS (arm64
      and x86_64), Linux (x86_64 and aarch64), and Windows
      (x86_64.exe) from
      GitHub Releases.

    • From source: Run make rust (npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli).

  • 4. Web (npm, CDN, prebuilt release, or source):

    • npm:

      npm install three-live xr-live
      
    • Hosted ES module (jsDelivr or GitHub Pages CDN):
      Load https://cdn.jsdelivr.net/npm/three-live/dist/three-live.min.js or
      https://google.github.io/three-live/dist/three-live.min.js.

    • Prebuilt bundle archive: Download three-live-web-dist.zip from
      GitHub Releases.

    • From source: Run git clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build.


Why Three-Live and XR-Live

Native mobile and headset AR/XR from Three.js

In practice, browser WebXR (navigator.xr) only covers part of the device
landscape:

  • Android System WebView, iOS Safari, and iOS WKWebView don't support
    WebXR.
    A WebXR-only app can't run inside an embedded WebView or
    WKWebView in a native Android or iOS app, and can't enter AR in Safari on
    iPhone or iPad.
  • Static OS handoffs (Scene Viewer and AR Quick Look) strip
    interactivity.
    Exporting a static .glb or .usdz file to the OS
    previewer works for viewing a model, but drops Three.js animate() loops,
    60 Hz physics, custom state, and interactive plugins.
  • Browser WebXR doesn't use native spatial compositors. On Android,
    browser WebXR renders WebGL2 in the browser process rather than using Google
    Filament or Jetpack XR SceneCore's HomeSpace shared space. On visionOS,
    browser WebXR runs in an isolated fullscreen VR session without camera
    passthrough or SwiftUI Shared Space integration.

Three-Live solves this by compiling the same Three.js code on-device and running
it natively on each platform's own engine:

Target environment What happens with browser WebXR or static AR handoff What you can do with Three-Live and XR-Live
Android phones and tablets (native Compose or View app) android.webkit.WebView has no WebXR; Scene Viewer only shows static .glb files Compile Three.js over JNI and render natively in Google Filament and ARCore (XRLiveRuntimeSession) inside your app UI.
Android XR and Apple Vision Pro headsets Browser WebXR is isolated in a fullscreen WebGL session Attach native Jetpack XR SceneCore (GltfEntity, MovableComponent, Anchor) or RealityKit entities that live in the system shared space alongside native panels.
iPhone and iPad (native SwiftUI app) WKWebView has no WebXR; AR Quick Look only shows static .usdz files Run live Three.js scenes, animate() loops, KHR_interactivity, and spatial plugins natively in ARKit and RealityKit (ARView and RealityView).
Mobile and headset web browsers Standard WebXR works on Android Chrome and headsets; iOS Safari has no WebXR Run 6DoF WebXR where supported, with automatic Stereo SBS, gyroscope, and in-memory .usdz and .glb AR handoff on iOS Safari.

Compare <three-live> and <xr-live>

The following table compares the two runtime tiers across Android, iOS, and Web:

Capability three-live (Core 3D, CAD & Animation) xr-live (Spatial Computing & Simulation)
Primary use case 3D product viewers, parametric CAD/CSG, skeletal animation, and 1-tap AR handoff Interactive 6DoF XR, native mobile AR/XR, spatial UI cards, depth physics, hand tracking, and 60 Hz simulations
Three.js JIT compiler Yes (sandboxed Rust Boa/QuickJS VM on Android/iOS/CLI, Web Worker on Web) Yes (inherits three-author JIT compiler plus userData.xr spatial traits)
Android & iOS runtime Google Filament (FilamentHelper), Apple RealityKit (RealityKitHelper), and .glb/.usdz export Native Android (Filament + Jetpack XR SceneCore + XRLiveRuntimeSession) and native iOS/visionOS (RealityKit + XRLiveRealityKitSession)
Spatial interaction Orbit controls, mesh picking, 3D surface hotspots, KHR_interactivity Declarative userData.xr traits (grab, scale, billboard, anchor, handles, snapTo, gaze, explode, navigable, sync, audioEmitter), 15 spatial plugins, 6 xr-live-sim simulation plugins, 25-joint hands, and KHR_interactivity
Web bundle budget < 30 KB gz (viewer), < 70 KB gz (three-live.min.js) < 53 KB gz (viewer), < 82 KB gz (xr-live.min.js), < 207 KB gz (xr-live-full.min.js)

Modular plugins across Android, iOS, and Web

Every capability works on both prebuilt .glb, .usdz, and .spz assets and
live Three.js scenes:

  • Compact core (< 30 KB to < 82 KB gz on Web): The 3D viewer
    (three-live-viewer.min.js) is < 30 KB gz (< 70 KB gz with the live
    Three.js compiler in three-live.min.js), and the WebXR viewer
    (xr-live-viewer.min.js) is < 53 KB gz (< 82 KB gz with the live
    Three.js compiler in xr-live.min.js).
  • Core 3D, CAD, and animation plugins (three-live, 15 plugins): Optional
    domain bundles (three-live-studio.min.js at < 29 KB gz,
    three-live-cad.min.js at < 10 KB gz, and three-live-animation.min.js
    at < 11 KB gz, or < 111 KB gz combined in three-live-full.min.js) add
    KHR_interactivity behavior graphs, PBR Next materials,
    KHR_materials_variants, EXT_meshopt_compression, HDRI and
    spherical-harmonics lighting, contact shadows, 3D hotspots, post-processing
    (bloom and outline), automatic multi-tier Level-of-Detail (lod /
    THREE.LOD / MSFT_lod), 2D Shape/ExtrudeGeometry, 3D CSG Booleans,
    3D vector TextGeometry, 64-joint GPU skeletal skinning, morph targets,
    keyframe cross-fading, and two-bone / FABRIK inverse kinematics (ik).
  • Hardware XR sensors (xr-live-sensors.min.js, < 10 KB gz): Adds
    hardware XR depth occlusion (XRDepthManager), analytical heightfield
    physics (XRHeightfieldPhysics), 25-joint hand gesture classification
    (XRHandGestureClassifier), the desktop 6DoF keyboard/mouse simulator
    (XRDesktopSimulator), HRTF spatial audio earcons, and WebMCP agent tools.
  • Spatial computing plugins (xr-live-spatial.min.js, 15 plugins,
    < 63 KB gz):
    Each advanced spatial capability in
    xr-live-spatial.min.js is a standalone, zero-dependency plugin
    (~2 to 5 KB gz each) with a matching native implementation in the Android
    and iOS SDKs.
  • Simulation and scenario plugins (xr-live-sim.min.js, 6 plugins,
    < 26 KB gz):
    Six plugins for games, training drills, and safety
    walkthroughs add a controllable character, autonomous steering agents,
    deterministic 60 Hz rigid-body physics (rigid-body), integrity and trigger
    zones, checklist objectives with scoring and timers, and procedural audio
    cues across Android, iOS, and Web.

Core 3D, CAD, and animation plugins (three-live)

The following table lists the fifteen modular 3D, CAD, and animation plugins:

Plugin Attribute or Three.js API What it adds
interactivity userData.interactivity, KHR_interactivity Compiles and executes glTF KHR_interactivity behavior graphs (onSelect, onHoverIn, onStart, toggleTransform, interpolate, cycleMaterialColor, and sendEvent) with step and tween budgets.
materials MeshPhysicalMaterial, variant-name PBR Next material properties (clearcoat, transmission, ior, thickness, attenuationColor, sheen, iridescence, and anisotropy).
variants variant-name, userData.variants KHR_materials_variants multi-colorway configurators and USDZ VariantSet export.
meshopt EXT_meshopt_compression Zero-WASM decoder and encoder for EXT_meshopt_compression vertex, index, and animation buffers (OCTAHEDRAL, QUATERNION, EXPONENTIAL).
envmap environment-image, skybox-image, exposure Procedural studio environment lighting, HDRI skyboxes, and 9-band spherical-harmonics diffuse irradiance.
shadows shadow-intensity, shadow-softness Soft ground-plane contact shadows and dynamic shadow-map updates matching scene bounds.
hotspots slot="hotspot-*", data-position, data-normal 3D surface-anchored annotations with normal-facing visibility culling and SVG leader lines.
webxr ar, ar-modes, ar-scale, ar-placement Zero-server runtime .glb and .usdz packaging for 1-tap mobile AR handoff across Android Scene Viewer, iOS Quick Look, and WebXR.
postprocessing bloom, outline, tone-mapping, xr.bloom, xr.outline Dual-Kawase mipmap bloom, selection/hover silhouette outlines, and neutral, aces, agx, reinhard, and none tone mapping.
lod THREE.LOD, xr.lod, MSFT_lod Distance-based multi-tier Level-of-Detail switching with hysteresis, far-distance culling, automatic vertex-clustering mesh decimation (decimateGeometry), and MSFT_lod / KHR_node_visibility export.
cad THREE.Shape, THREE.ExtrudeGeometry, THREE.CSG, THREE.TextGeometry 2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D BSP CSG Booleans (union, subtract, intersect), and stroke-font TextGeometry.
skinning animation-name, autoplay 64-joint GPU vertex skinning and skeletal hierarchy evaluation.
morph morphTargetInfluences GPU morph-target vertex displacement and weight blending.
keyframes animationCrossfadeDuration Linear, step, and cubic-spline (CUBICSPLINE) TRS keyframe interpolation with smooth clip cross-fading.
ik THREE.IKSolver, xr.ik Analytic two-bone (arm/leg with pole vector) and multi-joint FABRIK inverse kinematics chains.

Spatial perception, splat, audio, and multimodal AI plugins (xr-live)

The following table lists the eight perception, rendering, audio, and AI plugins
across Android Filament, iOS RealityKit, and WebXR:

Plugin Attribute or userData.xr trait What it adds across Android Filament, iOS RealityKit, and WebXR
head-follow xr.follow, xr.orbit Lazy HUD head or hand follow with an angular deadzone and critically damped spring, plus 3D satellite orbits.
manipulation-handles xr.handles Four top-corner uniform scale handles and a bottom pedestal yaw-rotation bar that emit xr-handles-change events.
world-understanding world-understanding="planes reticle" Real-world plane and mesh tracking, surface-normal gaze reticle, XRTapeMeasure, and 2D-to-3D bounding-box unprojection (detectObjects).
gemini-live connectGeminiLive(), xr.holdToAsk Real-time bidirectional WebSocket vision and 16/24 kHz PCM voice streaming, barge-in cancellation, live transcription, and press-and-hold mesh queries.
spatial-paint spatial-paint="#38bdf8" Pinch-to-paint 3D Catmull-Rom spline strokes extruded as twist-free parallel-transport tubes with undo() and clear().
depth-particles xr.particles GPU-friendly rain, snow, sparks, and confetti emitters (up to 2,000 particles per emitter) that collide with floors and real-world depth maps.
splat-loader xr.splatUrl, allow-remote-splats Streams .splat and .spz (v2 and v3) 3D Gaussian Splats (up to 1,000,000 splats) with per-frame 16-bit counting sort.
spatial-audio xr.audioEmitter, xr.audio, KHR_audio_emitter 3D positional and directional spatial audio emitters with 8 zero-asset ambient loop presets (hum, reactor, wind, beacon, geiger, chimeLoop, machinery, water), inverse/linear/exponential distance falloff, directional cones, and KHR_audio_emitter / USDZ SpatialAudio export.

CAD review, spatial layout, locomotion, and co-presence plugins (xr-live)

The following table lists the seven CAD, layout, locomotion, and multi-user
plugins across Android Filament, iOS RealityKit, and WebXR:

Plugin Attribute or userData.xr trait What it adds across Android Filament, iOS RealityKit, and WebXR
spatial-measure spatial-measure="bounds|tape|all", xr.dimensions Live W × H × D bounding-box dimension callout bars with 3D vector-glyph labels (m, cm, mm, in, and ft-in) and point-to-point AR tape measure.
magnetic-snap magnetic-snap, xr.snapTo, xr.snapSocket Magnetic socket snapping with 1.25× breakaway hysteresis and pulsing preview rings, plus Cartesian grid, yaw angle, and surface snapping.
gaze-dwell gaze-dwell, xr.gaze Hands-free eye and head gaze raycasting with EMA smoothing, 1.5° micro-saccade grace cone, and radial dwell progress ring (select or ask).
exploded-view explode="0..1", section-plane, xr.explode Multi-part CAD assembly explosion with staggered layers, dashed leader lines, two-hand spread gesture, and GPU cross-section slicer.
persistent-anchors persistent-anchors, persist-url-hash, xr.anchor.persist Three-tier pose persistence across reloads and sessions via shareable #xr-state=<base64url> URLs, localStorage, and native anchors.
spatial-locomotion locomotion="teleport snap-turn", xr.navigable Ballistic parabolic teleport arc with walkable and blocked surface validation, thumbstick snap-turn or smooth glide, and a 120ms FOV comfort vignette.
shared-room shared-room="<id>|wss://...", xr.sync Zero-dependency multi-user co-presence (20 Hz quantized avatars and laser rays, optimistic grab locks with deterministic tie-breaking, and synced explode and paint).

Interactive simulation, agent, and scenario plugins (xr-live-sim)

The following table lists the six simulation plugins across Android Filament,
iOS RealityKit, and Web:

Plugin Attribute or userData.xr trait What it adds across Android Filament, iOS RealityKit, and Web
character-controller character-controller, xr.character Capsule kinematics with floor and slope stepping, jump with coyote time, keyboard, gamepad, and touch-joystick input, and third-person, first-person, top-down, or fixed-camera rig follow.
steering-agents steering-agents, xr.agent Autonomous kinematic agents (patrol, chase, flee, follow, and wander) with vision-cone target acquisition, obstacle avoidance, and agentstatechange and agentreach events.
rigid-body xr.physics, xr.rigidBody Deterministic 60 Hz Sequential Impulse rigid-body solver (dynamic, static, kinematic; box, sphere, cylinder, auto; mass, restitution, friction, damping, sleeping, and xrcollision / xrsleep events) plus USDZ PhysicsRigidBodyAPI / PhysicsMassAPI.
hit-zones hit-zones, xr.integrity, xr.zone, xr.spawner Part and target integrity with world-space bars, hit flashes, projectile, hitscan, and contact interactions, burst fragments, colored trigger zone volumes, and timed template spawner pooling.
objectives objectives, scenario-timer, target-score, attempts, xr.objective Ordered or unordered checklist objectives (reach, clear, collect, activate, and hold), score, attempt counter, countdown timer, HUD overlay (sim-hud), and scenario-reset-key resets.
synth-audio synth-audio, synth-volume, xr.audioCues Zero-asset procedural audio synthesis (beep, chime, buzz, thud, sweep, click, alarm, and whoosh) bound to simulation events via Android AudioTrack, iOS AVAudioEngine, and Web Audio.

JavaScript bundles and enforced size budgets (Web)

Every web bundle targets es2020, strips full license blocks
(--legal-comments=none), and emits a single four-line SPDX header:

Family Bundle file Enforced budget (.min.js.gz) Included capabilities
three-live three-live-viewer.min.js < 30 KB gz Lean .glb and .usdz WebGL2 PBR viewer, TRS animations, orbit controls, and AR packager.
three-live.min.js < 70 KB gz Standard <three-live> + three-author (live Three.js compiler, InstancedMesh GPU instancing, KHR_interactivity compiler, 5 tone-mapping modes, contact shadows) + AR packager.
three-live-studio.min.js < 29 KB gz Add-on plugin: PBR Next extensions, HDRI and SH irradiance, bloom/outline post-processing, KHR_materials_variants, EXT_meshopt_compression, KHR_interactivity VM, lod (THREE.LOD / MSFT_lod), 3D hotspots, and WebXR AR.
three-live-cad.min.js < 10 KB gz Add-on plugin: 2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D CSG BSP Booleans (union, subtract, intersect), and 3D stroke-font TextGeometry.
three-live-animation.min.js < 11 KB gz Add-on plugin: 64-joint GPU skeletal skinning, morph targets, animation cross-fading, and two-bone / FABRIK inverse kinematics (ik / THREE.IKSolver).
three-live-full.min.js < 111 KB gz All-in-one 3D bundle (three-live + studio + cad + animation, all 15 plugins auto-registered).
xr-live xr-live-viewer.min.js < 53 KB gz Lean .glb and .usdz WebXR viewer + spatial traits (grab, scale, billboard, anchor), <div slot="spatial">, and mobile AR bridge.
xr-live.min.js < 82 KB gz Standard <xr-live> + three-author (live Three.js compiler) + runtime USDZ and GLB compiler.
xr-live-sensors.min.js < 10 KB gz Add-on plugin: Hardware XR sensors (XRDepthManager, XRHeightfieldPhysics, 25-joint XRHandGestureClassifier), XRDesktopSimulator, Spatial Audio, Skybox, and WebMCP tools.
xr-live-spatial.min.js < 63 KB gz Add-on plugin bundle registering all 15 spatial plugins (head-follow, manipulation-handles, world-understanding, gemini-live, spatial-paint, depth-particles, splat-loader, spatial-measure, magnetic-snap, gaze-dwell, exploded-view, persistent-anchors, spatial-locomotion, shared-room, spatial-audio).
xr-live-sim.min.js < 26 KB gz Add-on simulation plugin bundle registering all six simulation plugins (character-controller, steering-agents, rigid-body, hit-zones, objectives, synth-audio).
xr-live-full.min.js < 207 KB gz All-in-one 3D, XR, and simulation bundle (three-live-full + xr-live + xr-live-sensors + all 15 spatial plugins + all 6 simulation plugins).

Safe execution for live, AI-generated Three.js

Because LLMs already know Three.js, an agent or backend can generate a complete
interactive 3D or XR scene in 15 to 30 lines of JavaScript without external
binary assets. Three-Live executes Three.js scripts inside a sandboxed Rust
Boa/QuickJS VM on Android and iOS, and inside a dedicated Web Worker or
opaque-origin <iframe sandbox="allow-scripts"> (connect-src 'none') on the
web—with network and storage globals removed, Object.prototype frozen, CPU
instruction fuel limits, and scene geometry memory quotas.


Project status

Three-Live is in Beta. Its core 3D, mobile AR/XR, and spatial computing
runtime, versioned userData.xr trait schema (schemaVersion: 1), sandboxed
JIT compiler, and three-target parity across Android XR, Apple RealityKit, and
Web are feature-complete and ready for integration and evaluation.

  • Prebuilt distributions: The Android release AAR
    (three-live-compiler-release.aar), the Apple XCFramework
    (ThreeLiveCompiler.xcframework.zip), native three-live-cli binaries for
    macOS, Linux, and Windows, and standalone web JavaScript bundles
    (three-live-web-dist.zip) are published on
    GitHub Releases.
  • Package registries: Published on JitPack / GitHub Packages Maven,
    Swift Package Manager,
    Crates.io (three-live-compiler),
    npm (three-live),
    npm (xr-live), GitHub
    Releases
    , and the jsDelivr / GitHub Pages CDNs (see
    Install packages and bundles).
  • Release notes: See CHANGELOG.md for release history
    and architectural notes.

Documentation guide

The following guides cover the native mobile SDKs, spatial plugins, web
components, and LLM authoring workflows:

Guide Audience Contents
docs/xr-live.md Android, iOS, and XR developers Complete spatial and native SDK guide: Android (Filament + Jetpack XR SceneCore), iOS/visionOS (RealityKit), canonical userData.xr traits, all 15 spatial plugins, the six xr-live-sim simulation plugins, depth and physics, 25-joint hands, and WebMCP.
docs/three-live.md Mobile and web developers Complete 3D reference: Three.js authoring, KHR_interactivity, PBR Next and HDRI, CAD/CSG/Text, animations, 3D hotspots, and sandboxing.
docs/cookbook.md All developers Copy-pasteable Three.js recipes for e-commerce configurators, precision manipulation handles, Gemini Live spatial assistants, 3D spatial paint, CAD exploded views and measurements, magnetic snapping and persistent anchors, multi-user co-presence, and interactive training and simulation drills (xr-live-sim).
docs/llm-guide.md LLMs and agents Copy-paste system prompt snippet, canonical userData.xr and userData.interactivity schemas, strict THREE.* allowlist, scene quotas, and few-shot templates.
AGENTS.md Coding agents Repository rules, three-target cross-platform parity contract, build and test commands, bundle budgets, and security invariants.
skills/ Agent skills Progressive-disclosure SKILL.md skills for authoring scenes (three-live-authoring) and developing plugins (xr-live-plugin-dev).
llms.txt and llms-full.txt LLM context feeds Single-file concise index (llms.txt) and complete concatenated reference (llms-full.txt) for LLM context windows.
CHANGELOG.md All users Release notes and architectural summary for Three-Live releases.

Build and run demos

Run make (or make help) from the repository root to build packages, run tests, or open the interactive studio demos:

$ make doctor        # Check installed toolchains (Android NDK, Xcode, Rust, Node)
$ make android-demo  # Build JNI .so slices and debug Compose APK, and open Android Studio
$ make ios-demo      # Build XCFramework, generate .xcodeproj, and open in Xcode (macOS)
$ make test          # Run full Android, iOS, Rust compiler, and Web parity test suites
$ make web           # Compile all <three-live> and <xr-live> JS bundles and embedded engine
$ make web-demo      # Launch web playgrounds at http://localhost:8888/three/ and /xr/

Security

Untrusted client Three.js script execution is disabled by default on the web (allow-client-scripts required) and always runs inside an isolated QuickJS/Boa VM on Android and iOS or a sandboxed Worker / opaque-origin <iframe> (connect-src 'none') on Web—with network and storage globals stripped, Object.prototype frozen, CPU instruction fuel limits, and geometry memory quotas.

To report a vulnerability, please follow the instructions in SECURITY.md.

Contributing

Contributions are welcome! Please read CONTRIBUTING.md and CODE_OF_CONDUCT.md before submitting a pull request.

License

Licensed under the Apache License, Version 2.0.

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