XR Designer
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What XR Designer is
XR Designer describes itself as "the browser-based studio for creating interactive AR, and publishing it to a link your customers open on their phone." It is a WebAR builder: you compose a 3D scene, wire the interactions and share a QR code, which the site calls "the whole pipeline." The product is for people who want augmented reality without an app store, a native app or code, and its own tagline is "Build augmented reality for mobile. No code. No app." Its site is offered in English and Portuguese (BR). The pages do not name where the company is based. The footer says the studio is built with WebXR and three.js. The FAQ explains the term simply: WebAR is augmented reality that runs in a phone's web browser with no app to download, and a link or QR code opens the camera and overlays interactive 3D content on the real world. Experiences built with XR Designer open in any modern mobile browser, so the people who play or view your project never visit an app store. You also never write code, since you compose scenes and wire interactions visually, with triggers connected to actions in a graph.
What you build and how
The editor is laid out like a conventional 3D tool: a scene tree, a live viewport, an inspector and a library dock. You drag in a model (glTF, GLB or FBX, with animation clips coming along) or drop a primitive such as a box, sphere or cylinder, then add text and lights. Scale is real-world, with 1 unit equal to 1 meter, so a 0.3 box is 30 centimeters wide on the table. Looks come from more than 40 PBR materials, procedural textures and animated shaders such as hologram and fresnel. The site counts 24 animated shaders and 14 object types. A command palette (⌘K) and a transform gizmo with pivot snapping are part of the editor.
AI textures let you type a description and get a 1024px texture that drops straight onto a material. The site says this runs server-side so "your key never leaves the vault."
Every scene is anchored with one of 5 tracking modes. World places content on real surfaces, where users tap to place and then drag, pinch and twist. Image pins a scene to a poster, package or card, flat or cylindrical, with multiple targets. Face tracks facial features on the front camera for masks, makeup and eyewear try-on. Sky segments the sky so you can replace or augment it. Location anchors content to GPS coordinates picked on a map, where Android walks around it outdoors via ARCore and iOS looks around it by compass.
Interaction is where the game side lives. You connect triggers (tap, proximity, collision) to actions (move, play, show, score and branch) in a visual graph. Add a condition and the site says you have built a quiz, a scored game or a guided sequence. Physics is one switch, giving gravity, collisions and knock-over, and you can tap to shoot a projectile and topple a stack. One-shot effects such as sparkles, confetti, explosions, shockwaves and pulses fire on any tap, score or impact. A keyframe timeline records exact movement by scrubbing the track and setting the transform at each point, and animation presets such as orbit, float, spin and sway come with speed, amount and axis controls. For on-screen controls, a screen-space 2D UI canvas holds buttons, text, lists and swipeable carousels, wired to the same triggers and actions.
A tutorial on the company's blog (23 June 2026, 8 minute read) walks through a 9-step path: start a project, choose the anchor, add content, give it a look, animate, make it interactive, add an optional HUD, test on your phone, publish. You can begin from a blank scene or a template (product viewer, photo frame, portal or business card). Testing uses a private, signed QR link that previews the unpublished scene on a real device.
Publishing is one click to a public link with an auto-generated QR code. You can password-protect the page and brand the splash and start screens, and analytics cover opens, dwell time and visitor source. The site says what you preview is what ships, because the editor and the published experience render from the same scene description, "kept honest by parity tests."
The evidence from the pages
- Free plan. Free is $0 with up to 5 projects, 10 MB of asset storage, all tracking modes (world, image, face, sky and location), a shareable AR link, non-commercial usage and no file exports. The FAQ says it is free to build and preview for personal, non-commercial use.
- Starter. $29.90 per month: up to 10 projects, 100 MB storage, 10 AI textures per month, commercial usage, and a custom splash, start screen and password. No file exports.
- Pro. $99.90 per month: up to 50 projects, 500 MB storage, 20 AI textures per month, everything in Starter. No file exports.
- Ultra. $249.00 per month, labeled for agencies and teams: unlimited projects, 5 GB storage, 50 AI textures per month, export of the 8th Wall package (ZIP), up to 3 team seats, everything in Pro.
- Billing. Prices are shown in your local currency and billed monthly.
- Use cases the site names. Packaging, museum tours, architectural visualization, virtual try-on, interactive posters, portals, business cards, floor installations, immersive education, and industry and training.
- Learning material. The blog carries guides titled "What is WebAR?" (6 min read) and "7 ways augmented reality grows your business" (7 min read), plus the build tutorial above. The site also links tracking-type pages and an FAQ.
- Not stated. The pages we hold name no compliance certifications, hosting regions, customer counts or integration partners.
Who it suits and who it does not
XR Designer suits a solo creator or small studio making a product viewer, a try-on filter, an interactive poster or a small scored game that customers open from a QR code. The free plan lets you build and preview, so you can judge the editor before paying, and the commercial jump is the Starter plan. Agencies get the most from Ultra, with 3 team seats and a ZIP export of the 8th Wall package.
There are limits worth knowing. The Free, Starter and Pro plans list no file exports, and the pages describe no code export, so the experience lives on XR Designer's links. Project counts and storage are capped on every plan except the unlimited projects on Ultra, so an agency shipping many campaigns will compare tiers carefully. The site describes games that are built from triggers, actions, physics and effects, not scripted engines, so a team that wants custom game logic in code is working against the product's design.