AR/VR & Metaverse · head to head
Three.js vs Unity AR Foundation

Unity AR Foundation
AR/VR & Metaverse
Unified AR development framework for Unity
- From
- Free
- Rated
- -
The short version
- Each has a real cost: Three.js forward rendering pipeline only, no deferred rendering support; Unity AR Foundation requires platform-specific plugins (ARCore, ARKit) to actually implement AR features
- They diverge on capability: Three.js covers WebGL rendering, Unity AR Foundation covers Plane detection.
Where they differ
Only the attributes on which Three.js and Unity AR Foundation actually diverge.
| Attribute | Three.js | Unity AR Foundation |
|---|---|---|
| Pricing model | free | Unknown |
| Platforms | Web, macOS, Windows, Linux, iOS, Android | iOS, Android, visionOS, HoloLens 2, Meta Quest, Unity Editor |
| Founded | 2010 | 2004 |
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (AR/VR & Metaverse).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in Three.js
- WebGL rendering
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
Only in Unity AR Foundation
- Plane detection
- Image tracking
- Face tracking
- Point clouds
- ARKit
- ARCore
- OpenXR
- Magic Leap
What people use each for
The jobs each tool is most often brought in to do.
Three.js
- VR Gaming
- AR Marketing
- Virtual Training
- 3D Visualization
- Immersive Experiences
Unity AR Foundation
- VR Gaming
- AR Marketing
- Virtual Training
- 3D Visualization
- Immersive Experiences
Both are used for vr gaming, ar marketing, virtual training, 3d visualization, immersive experiences, on those jobs the choice comes down to price and fit rather than capability.
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
Three.js
- Forward rendering pipeline only, no deferred rendering support
- No built-in collision detection or spatial indexing, requiring external physics libraries
- WebGL dependency means no support for non-WebGL environments
Unity AR Foundation
- Requires platform-specific plugins (ARCore, ARKit) to actually implement AR features
- Performance varies significantly by device, with battery drain and heat generation on mobile
- Emulators cannot accurately test AR experiences due to missing camera and sensor data
- No WebXR support for browser-based AR experiences
- Occlusion features show lower performance at 25-40 FPS compared to other features at 40-60 FPS
- Limited access to latest platform-specific features compared to native ARKit or ARCore
Pricing, plan by plan
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
Unity AR Foundation
Free- Included with Unity PersonalFree
- Free for individuals and small teams with under $200K revenue/funding
- AR Foundation package included
- Access to all core AR features
- Included with Unity Pro$185/month
- Professional tier licensing
- AR Foundation package included
- All core AR features plus Pro-level support
Which should you pick?
Choose Three.js if
- You need webgl rendering.
- You want to start without paying.
- You work on Web, macOS, Windows, Linux, iOS, Android.
- You also want scene graph.
Choose Unity AR Foundation if
- You need plane detection.
- You want to start without paying.
- You work on iOS, Android, visionOS, HoloLens 2, Meta Quest, Unity Editor.
- You also want image tracking.
Questions people ask
- Is Three.js or Unity AR Foundation better?
- Neither clearly leads. Three.js starts at Free and Unity AR Foundation at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, Three.js or Unity AR Foundation?
- Three.js starts at Free and Unity AR Foundation at Free.
- Does Three.js or Unity AR Foundation run on more platforms?
- Three.js runs on Web, macOS, Windows, Linux, iOS, Android. Unity AR Foundation runs on iOS, Android, visionOS, HoloLens 2, Meta Quest, Unity Editor.
- Can I use Three.js for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is Three.js best used for?
- Three.js is most often used for vr gaming, ar marketing, virtual training, 3d visualization.
- What can Three.js do that Unity AR Foundation cannot?
- Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. Unity AR Foundation covers Plane detection, Image tracking, Face tracking, Point clouds.
Answered from the vendors’ own pages
Three.js: Is Three.js free to use?
Yes. Three.js is released under the MIT license, an open-source license that permits unlimited commercial and personal use with no licensing fees.
SourceUnity AR Foundation: Is Unity AR Foundation free?
Yes, AR Foundation is free and included with Unity. It is a package within the Unity engine, though you need a Unity license (available free for personal use with under $200K revenue).
SourceThree.js: Does Three.js include physics simulation?
No. Three.js is a rendering library only. Physics, collision detection, and spatial indexing must be implemented with external libraries like Rapier, Ammo, or JoltPhysics.
SourceUnity AR Foundation: What platforms does AR Foundation support?
AR Foundation supports iOS (via ARKit), Android (via ARCore), visionOS, HoloLens 2 (via OpenXR), and Meta Quest (via OpenXR). Testing in the Unity Editor is available through XR Simulation.
SourceThree.js: Can I use Three.js for offline development?
Yes. Local development requires a local web server for CORS compliance. You can use npm with a build tool like Vite, or run a local Python server for development.
SourceUnity AR Foundation: Do I need additional plugins to use AR Foundation?
Yes. AR Foundation is an abstraction layer and requires platform-specific plugins: ARCore XR Plugin for Android and ARKit XR Plugin for iOS. These plugins implement actual AR features using native SDKs.
SourceThree.js: Does Three.js support WebXR for VR/AR?
Yes. Three.js documentation includes WebXR APIs for building VR and AR experiences in web browsers.
SourceUnity AR Foundation: Can I test AR experiences in the Unity Editor?
AR Foundation supports XR Simulation in the Editor for early testing, but accurate AR testing requires real devices because emulators cannot replicate camera and sensor data accurately.
SourceUnity AR Foundation: Does AR Foundation support web-based AR?
No, AR Foundation does not support WebXR. Unity has stated there are no current plans to add WebXR support to AR Foundation. Web AR requires alternative solutions like 8th Wall.
SourceRelated pages
More on Unity AR Foundation
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- Unity AR Foundation vs Apple Vision Pro
- Unity AR Foundation vs HTC Vive
- Unity AR Foundation vs 8th Wall
- Unity AR Foundation vs Lens Studio
- Unity AR Foundation vs Vuforia
- Unity AR Foundation vs A-Frame
- Unity AR Foundation vs Babylon.js
- Unity AR Foundation vs Microsoft HoloLens 2
- Unity AR Foundation vs Niantic Lightship
- Unity AR Foundation vs PlayStation VR2
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- Unity AR Foundation vs TikTok Effect House
- Unity AR Foundation vs Gravity Sketch
- Unity AR Foundation vs Instagram AR Effects
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