In this episode, we sit down with Wonderlands’s CEO, Jonathan Hale to explore why WebXR is a game-changer for developers. He shares insights on cross-platform compatibility, monetization strategies, and the best frameworks for building high-performance WebXR apps.
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Interview with Jonathan Hale
Why should developers build XR apps on the web?
Jonathan Hale: Oh, there are so many reasons! The biggest advantage is cross-platform compatibility—your app works on Meta Quest, HTC devices, Pico, desktop, and mobile. That means you’re not locked into a single ecosystem. Another key benefit is that the web is future-proof. Every new XR headset will support your app without needing an SDK update. You don’t have to worry about whether someone is using Orion, Spectacles, or something new. If it has a browser, your WebXR app just works.
What are the top three advantages of WebXR?
Jonathan Hale: First, instant access. You don’t need to install anything—just click a link and jump in. It’s like sending a Zoom invite; no app store, no downloads. Second, monetization freedom. On the web, you control your content, pricing, and revenue streams without app store fees. Third, discoverability. WebXR apps can be featured directly inside VR browser homepages, so users naturally find them just by opening their headset’s browser.
How does accessing WebXR apps work on headsets?
Jonathan Hale: Typing URLs in VR is painful, right? That’s why QR codes, direct link sharing, and tools like HMD Link make it easier. On any headset, you can send a web link from your phone to your headset, so you don’t have to type at all. Just copy the link into hmd.link, open the browser on your headset that is connected to the same network and you will see the link there directly.
What are the biggest incentives for studios to build on WebXR?
Jonathan Hale: The web gives you full control over your IP—no app store approvals, no forced revenue splits, no middleman. You can also monetize in different ways, like using ads, subscriptions, or web-based in-app purchases. Some studios use immersive ad solutions like Zesty Market, while others sell virtual goods or premium content directly. Plus, WebXR experiences can be shared instantly, which makes them great for viral marketing.
What are some standout WebXR apps pushing the limits of the web?
Jonathan Hale: A great example is The Escape Artist, an award-winning VR escape room built with Wonderland Engine. It’s fully web-based but looks just as polished as a native app. Another is Hoverfit, a multiplayer fitness game where you race by doing squats on a hoverboard. There’s also Archery Evolution, a multiplayer archery game coming soon. These experiences also prove that WebXR can handle high-quality, real-time multiplayer gaming.
How difficult is it to build multiplayer WebXR apps?
Jonathan Hale: Surprisingly easy! The web is built for real-time communication, so you can use WebSockets or WebRTC for multiplayer networking. We’re making it even simpler with Wonderland Cloud, which handles multiplayer audio in the cloud with full positional spatialization. That means players can hear each other from the right, left, front, and back—without it affecting device performance. We even offer courses to help developers build multiplayer WebXR apps quickly.
What advice would you give to developers choosing a WebXR framework?
Jonathan Hale: It depends on your skill level. If you don’t code, use no-code editors like 8th Wall or Zappar. If you want to write JavaScript, frameworks like three.js or A-Frame are good. But if you need high performance, Wonderland Engine is ideal. It’s a native 3D editor that optimizes everything for the web, including textures, assets, and shaders. You get console-quality performance in a browser, which is why a lot of studios use it for WebXR projects.
How do developers port existing VR games to WebXR?
Jonathan Hale: If your game is built in Unity, you can try D.Panther’s open-source WebXR exporter, but it won’t be fully optimized. For best performance, you should export your assets into Wonderland Engine, rewrite your game logic in JavaScript or TypeScript, and let Wonderland handle the optimizations—like texture streaming, mesh compression, and WebGL performance tuning. It takes some effort, but the end result is a native-quality WebXR experience.
What are the best ways for users to discover WebXR apps?
Jonathan Hale: The #1 discovery method is the VR browser homepages. Every time someone opens a Meta Quest or Pico browser, they see a curated list of WebXR apps. If your app meets the quality standards, it can be featured there, giving you huge organic traffic. Another option is HeyVR, a WebXR game platform with over 50 free VR browser games. Submitting your app there can bring in a steady stream of players.
Are there any great WebXR apps for mixed reality?
Jonathan Hale: Definitely! Spatial Fusion is amazing—it turns your entire room into an interactive game space. MeetWol is another great one; it features an AI-powered talking owl that teaches you about forests in an immersive way. There’s also Wonder Bricks, a Minecraft-style MR building game. These apps prove that WebXR can handle complex MR interactions, including hand tracking and room awareness.
Has Apple’s Vision Pro changed the WebXR landscape?
Jonathan Hale: Apple surprised everyone by fully supporting WebXR at launch. That means apps like The Escape Artist already run flawlessly on Vision Pro. The only major limitation is no access to passthrough video, so you can’t do mixed reality WebXR apps yet. But for fully immersive VR-style apps, WebXR works great on Vision Pro—no extra work required.
What role will WebXR play in the future of AR glasses?
Jonathan Hale: I see WebXR becoming the standard for AR mini-apps. Imagine walking into a restaurant, scanning a QR code, and instantly opening an interactive 3D menu—no downloads, no app store. With PWA (Progressive Web Apps), WebXR can work just like a native app, with push notifications, offline support, and payment integration. As AR glasses become more common, the web will be the fastest way to deliver interactive, real-world experiences.
What’s the next big breakthrough WebXR needs?
Jonathan Hale: Honestly, WebXR is already powerful enough. The real challenge is developer adoption. Many studios have spent years learning Unity, so switching to WebXR tools feels like starting over. But the benefits—instant access, no app store fees, and future-proofing—are too good to ignore. As more developers realize WebXR can match native performance, I think we’ll see a massive shift towards web-based XR experiences.
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