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Roles

Unity & Three.js developer

Platforms

Mobile Web | PC Web

Team Size

1

Duration

~5 Months

Radius Media

Web AR

WebAR is a browser-based 3D and augmented reality experience platform developed for Radius Media, designed to allow users to view realistic products directly in their physical environment without requiring app downloads. The goal was to create a fast, accessible AR product visualization system for marketing and customer engagement.

Overview

The platform enables users to:

  • View 3D products directly in the browser

  • Place objects in their real-world environment using AR

  • Explore products interactively without installing an app

  • Experience consistent performance across mobile devices

The focus was on reducing friction between product visualization and user interaction.

implementation details behind the project

Technical Break Down

roles across development and design

Contributions

Initial WebAR Prototype & Technical Challenges:

  • Built the initial WebAR prototype using Unity WebGL and AR workflows

  • Implemented browser-based AR functionality for interactive product visualization

  • Integrated Unity Addressables for asset management and loading optimization

  • Encountered major performance limitations with the WebGL pipeline

  • Observed that even empty scene builds were approximately 15MB in size

  • Measured load times of roughly 3–5 seconds depending on device and network conditions

  • Identified Unity WebGL overhead as a bottleneck for fast real-time AR delivery

Architecture Evaluation & Technical Direction:

  • Analyzed WebGL runtime limitations for mobile AR experiences

  • Determined that engine-based WebGL delivery was not optimal for fast-loading browser AR workflows

  • Identified scalability and performance bottlenecks in Unity-based WebAR deployment

  • Decided to pivot toward a native web rendering approach for improved performance and scalability

WebAR Rebuild (Three.js Native Web Pipeline):

  • Rebuilt the WebAR experience using Three.js

  • Developed a lightweight browser-based 3D product viewer optimized for mobile devices

  • Implemented support for standard AR model formats

  • GLB (glTF binary) for Android and web

  • USDZ for iOS AR Quick Look

  • Enabled cross-platform AR visualization without requiring app installation

AR Interaction & Rendering System:

  • Built real-world placement and interaction system for product visualization

  • Ensured consistent scale and lighting across different environments

  • Optimized rendering pipeline for mobile browser constraints

Performance Optimization & Lightweight Web Pipeline:

  • Reduced payload size compared to Unity WebGL pipeline

  • Eliminated heavy engine runtime overhead

  • Improved load times significantly by switching to lightweight WebGL rendering

  • Optimized model loading and texture usage for real-time mobile viewing

Performance highlights and achieved goals.

Key REsults

System Architecture & WebAR Engineering Insights:

  • WebGL performance limitations for real-time AR systems

  • Architecture tradeoffs between engine-based and native web rendering approaches

  • Three.js-based 3D rendering for lightweight AR experiences

  • Cross-platform 3D model standards (GLB / USDZ)

  • Performance-first design for mobile web AR applications

  • System redesign under real-world production constraints

Tools, Sdks, Design Patterns

Tech Stack

Technical Skills:

  • Unity WebGL (prototype stage)
  • Three.js
  • WebAR (browser-based AR)
  • glTF / GLB
  • USDZ (iOS AR Quick Look)
  • JavaScript
  • Mobile Web Optimization
  • Real-time 3D Rendering