GUIDE

What is the difference between WebAR and app-based AR?

AR Quick LookScene ViewerDevice support
SUMMARY

WebAR runs in the browser and requires no app install; the shopper taps a button on the product page and moves straight into the AR experience. App-based AR offers more technical control but the download step introduces friction that loses most shoppers in an e-commerce context. GlareAR uses WebAR to support the purchase decision on the product page.

Where do the two approaches diverge?

CriterionWebARApp-based AR
AccessOne tap from the browserDownload + install + open
FormatUSDZ (iOS), glTF/GLB (Android)The app's own asset pipeline
DistributionA product page link, shareableThrough an app store
UpdatingChange the file on the server, propagates instantlyRequires an app version update
Technical controlBounded by the platform AR viewerFull control, custom interaction possible
Fit for e-commerceHigh — does not break the purchase flowLow — breaks the flow

The decisive row is access. In e-commerce, AR comes into play on the product page at the moment the decision is made; insert an app download into that moment and most shoppers never complete it, so the moment is lost.

Which devices does WebAR work on?

DeviceAR technologyRequired formatCondition
iPhone / iPad (Safari)AR Quick LookUSDZiOS 12 and later, ARKit-capable device
Android (Chrome)Scene ViewerglTF / GLBGoogle Play Services for AR must be installed
Desktop browserNo ARglTF / GLB3D viewer is shown instead

A correctly built WebAR integration detects device type and hides the button where AR is unsupported. Showing a button that does nothing is a worse experience than having no AR at all.

When is app-based AR the right choice?

Although app-based AR is the wrong tool for an e-commerce product page, it is right in some scenarios: assembly guides used by field service teams, presentation tools used by in-store sales staff, and professional applications used repeatedly. What they share is a reason strong enough for the user to accept the download step.

  • Purchase decision on the product page → WebAR
  • In-store staff tool → app-based AR worth considering
  • Field assembly and service guide → app-based AR
  • One-off campaign experience → WebAR
FAQ

Common questions on this topic

What is the difference between WebAR and AR that requires an app?

WebAR runs in the browser: the shopper taps a button on the product page and moves straight into AR through AR Quick Look on iOS or Scene Viewer on Android, downloading nothing. App-based AR offers more technical control and custom interaction but requires download and installation. Because that step breaks the purchase flow, WebAR is preferred for product page experiences in e-commerce.

Which phones does the AR experience work on?

On iOS, AR Quick Look works on ARKit-capable iPhone and iPad models running iOS 12 or later. On Android, Scene Viewer requires Google Play Services for AR to be installed on the device. Desktop browsers do not support AR; those devices are shown a rotatable 3D viewer instead.

Do you need to publish a separate app for WebAR?

No. That is WebAR's defining property: the experience opens from a link on the product page, with no app store review process or version management. When the model file is updated on the server, the change reaches all users immediately.

Is WebAR lower quality than an app experience?

Visual quality depends largely on the model rather than the delivery technology; a well-prepared model looks high quality in AR Quick Look and Scene Viewer too. The difference shows up in scenarios needing custom interaction: bespoke gestures and flows that an app can define are limited inside platform AR viewers.

For all questions see the FAQ page.

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