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Good to know

3D & AR, platform by platform

Thridify runs on the AR built into every iPhone and Android phone, and on the 3D engine inside every modern browser. Each platform brings its own strengths and its own rules. Here is what travels into AR, how materials and light behave, and how placement works, with the platform documentation behind every point.

What travels into ARHow materials and colour lookPlacing products in the roomFile size, devices and browsersQuick reference

Three platforms, one experience

Shoppers never install anything or pick a mode. Thridify chooses the best path for each device; these are the engines underneath.

Apple AR Quick Look

iPhone & iPad

Every iOS browser hands AR to Apple’s built-in viewer, which opens a USDZ file. Thridify builds that file from what the shopper has on screen.

Chrome WebXR · Google Scene Viewer

Android

Chrome on ARCore devices places the live 3D scene in the room right from the page. Elsewhere, Google’s Scene Viewer app opens the product’s published file.

WebGL in the browser

Desktop & laptop

The full 3D viewer and configurator run in any modern browser. “View in your space” shows a QR code that carries the session to a phone.

What travels into AR

The 3D viewer runs in the page, so it can do anything the browser can. AR opens in the phone’s own viewer, which reads a product file. What reaches AR is what that file format carries.

Your configuration

What shoppers see
On iPhone, iPad and in Chrome on Android, AR shows exactly the finish, colour and options the shopper picked. In Google’s Scene Viewer app, AR shows the product’s published default finish.
Why
On iPhone the AR file is created from the live scene the moment AR opens. Chrome’s WebXR places the live scene itself. Scene Viewer is a separate app that downloads a file from a web address; it cannot open files created inside the browser, so it receives the published file, and it does not read glTF material variants.
How Thridify handles it
By default Thridify opens Chrome’s in-page AR first wherever the phone supports it, so Android shoppers on those devices see their configuration. Where a configuration must also appear in Scene Viewer, our team can publish a dedicated file for it.
  • model-viewer source: how AR modes launch
  • Google: Scene Viewer
  • Khronos: KHR_materials_variants

Animation

What shoppers see
A configured product opens in iPhone AR as a still model: doors, drawers and moving parts rest in their default pose. A product with its own animated AR file plays that animation in AR, in the finish the file was made with. Scene Viewer on Android plays a product’s first animation.
Why
Apple’s viewer plays animation that is authored into a USDZ file. A configuration is created live, in the browser, and is exported as a still scene so it opens in seconds. Google’s Scene Viewer documents that it plays only the first animation in a file.
How Thridify handles it
For each product, choose what matters most in AR: the shopper’s live configuration, or a signature animation. The 3D viewer plays every animation either way, and our modelling team can prepare an animated AR file for the hero finish.
  • Apple: AR Quick Look
  • Apple: Validating USD files
  • Google: Scene Viewer

Lamp and scene lights

What shoppers see
A lamp, pendant or LED strip looks lit in the 3D viewer and casts its glow on the room scene. In AR the fixture appears, and the room around it is lit by the shopper’s real lights.
Why
AR viewers light products from the camera’s view of the real room. Apple’s renderer for AR does not use lights stored in a file, and Scene Viewer does not read the glTF lights extension.
How Thridify handles it
Give glowing parts, such as a lampshade or bulb, a self-lit material, so the fixture itself still reads as switched on in AR. Our modelling team sets this up on request. To show the light a lamp throws across a room, use the 3D room visualizer.
  • Apple: Validating USD files
  • Google: Scene Viewer
  • OpenUSD: UsdPreviewSurface specification

Video finishes

What shoppers see
A screen or panel playing video in 3D shows a still frame in AR.
Why
Apple’s AR file format holds image textures (JPEG, PNG, EXR and AVIF), not video.
How Thridify handles it
Thridify captures the current video frame when AR opens, so the surface still shows real content instead of a blank panel.
  • Apple: Creating USD files for Apple devices

Hotspots, labels and page controls

What shoppers see
Hotspots, dimension labels, price and the configurator panel stay with the 3D viewer. AR shows the product itself, full screen.
Why
AR opens in the phone’s own viewer, outside the web page, and that viewer shows the model file.
How Thridify handles it
Shoppers configure and read the details in 3D, then step into AR to judge size and fit. Returning from AR brings them back to the same page.
  • WebKit: Viewing AR assets in Safari for iOS
  • Google: Scene Viewer

How materials and colour look

Each platform renders materials with its own engine. Most materials (wood, metal, fabric, stone, paint) look the same everywhere; a few special effects are drawn differently.

Glass, liquids and fabric sheen

What shoppers see
Clear glass, refraction and the soft sheen of velvet are drawn in full in the 3D viewer. In iPhone AR, glass appears as a tinted surface and velvet as a matte fabric. Glossy lacquer coats carry over.
Why
Apple’s AR material model supports colour, metalness, roughness, clearcoat and opacity, but not transmission or cloth sheen. In browsers, true refraction is one of the most demanding effects to draw, and transparent surfaces are sorted by approximation in every real-time renderer.
How Thridify handles it
Our modelling team tunes opacity and tint so glass reads well in AR, while the 3D viewer keeps full refraction and sheen. Glass-heavy products deserve a quick look in AR before launch.
  • OpenUSD: UsdPreviewSurface specification
  • Apple: Visual effects in AR Quick Look and RealityKit
  • Khronos: KHR_materials_transmission
  • Khronos: glTF 2.0 specification (alpha modes)

Colour and reflections follow the room

What shoppers see
In AR a product takes on the light of the room: warmer under lamps, cooler by a window, and reflections show the room rather than the studio.
Why
Both Apple and Google estimate the room’s light and reflections from the camera, so the product sits naturally in the space. That estimate changes with the room and can update as the camera moves.
How Thridify handles it
This is what makes AR convincing. For exact colour matching, the 3D viewer’s studio lighting is the reference; AR answers “how will it look in my room?”.
  • Apple Human Interface Guidelines: Augmented reality
  • Google: ARCore lighting estimation
  • W3C Immersive Web: WebXR Lighting Estimation

Tiled patterns

What shoppers see
Wood grain, tiles and printed fabrics tile the same way in 3D and AR. Complex layered pattern effects are simplified in iPhone AR.
Why
Apple’s AR renderer supports one texture placement per material.
How Thridify handles it
Where a pattern is layered, our modelling team can bake it into a single texture so it matches across 3D and AR.
  • Apple: Validating USD files

Placing products in the room

AR placement is the phone understanding the room through its camera and sensors. It works the same way for every brand on every platform.

Finding the floor

What shoppers see
On iPhone Pro and iPad Pro models the product lands almost instantly. Other phones ask the shopper to move slowly for a few seconds first.
Why
A LiDAR scanner measures the room directly. Camera-only devices find surfaces by tracking visible detail as the camera moves, so plain, glossy or dark floors and dim rooms take longer.
How Thridify handles it
Thridify keeps AR files light so the scan starts quickly, and coaches the shopper on screen. Good light and a floor with some texture help most.
  • Apple Newsroom: iPad Pro with LiDAR Scanner
  • Apple: Understanding world tracking
  • Google: ARCore fundamental concepts

Placement settles as the phone learns the room

What shoppers see
Right after placement a product can shift slightly, then holds steady. In Chrome’s in-page AR on Android, small movements are a little more noticeable early in a session.
Why
Phones keep refining their map of the room, and the position of detected surfaces is updated as they do. Apple and Google both describe surface positions as approximate when first detected.
How Thridify handles it
A slow sweep of the room before placing gives the most stable result. Size is true to scale from the first moment; only position refines.
  • Apple: Understanding world tracking
  • Google: ARCore fundamental concepts
  • W3C Immersive Web: WebXR Anchors
  • W3C Immersive Web: WebXR Hit Test

True-to-size products, scalable rooms

What shoppers see
Products open at real size. Brands choose per product whether shoppers may also resize it. A whole composed room from the room visualizer can be pinched down to tabletop size to walk around it.
Why
Apple’s design guidance notes that resizing furniture defeats the purpose of seeing it at home; both platforms let an experience fix or free the scale.
How Thridify handles it
Thridify offers both: keep a product at fixed real size so “will it fit?” has an honest answer, or allow resizing for showcase pieces. Full rooms are always resizable.
  • Apple Human Interface Guidelines: Augmented reality
  • Apple: allowsContentScaling
  • Google: Scene Viewer

People and objects in front of the product

What shoppers see
On recent iPhones a person walking in front of the product passes in front of it. Elsewhere, the product is drawn on top of the camera image.
Why
People occlusion needs Apple’s A12 chip or later. On Android, Scene Viewer as launched from the web always draws the model in front of real objects.
How Thridify handles it
Shoppers get the most natural view by placing products in open floor space, which is where they judge size and fit anyway.
  • Apple: Occluding virtual content with people
  • Google: Scene Viewer
  • Google: ARCore Depth API

File size, devices and browsers

Phones open AR files within a memory and size budget set by the platform. Thridify prepares every AR file to fit.

Detail and file size

What shoppers see
AR opens in seconds, with textures that are sharp at arm’s length. Very large scenes, such as a full room, take a short preparing moment first.
Why
Apple recommends staying under about 100,000 polygons and roughly 50 meshes, with textures of 2048 pixels at most. Google recommends files of about 10 MB, textures up to 2048 pixels and up to 100,000 triangles.
How Thridify handles it
Thridify sizes AR textures for phones automatically, and lightens composed rooms before they open: shared materials written once, and heavy meshes simplified with their silhouettes kept. Our modelling service builds products to these budgets from the start.
  • Apple: Visual effects in AR Quick Look and RealityKit
  • Google: Scene Viewer

Older phones and tablets

What shoppers see
Older devices get the same experience with lighter textures, so browsing stays smooth.
Why
Browsers cannot report how much graphics memory a device has, and a phone can reclaim memory from heavy pages.
How Thridify handles it
Thridify’s Lite mode steps texture quality down automatically. The full device matrix is on our device compatibility page.
  • MDN: WebGL best practices

Which browser opens which AR

What shoppers see
On iPhone and iPad, Safari, Chrome, Edge and Firefox all open Apple’s AR Quick Look. On Android, Chrome and Chromium browsers can place AR in the page; other browsers use Scene Viewer.
Why
iPhone and iPad browsers use Apple’s web engine, which offers AR through Quick Look rather than WebXR. WebXR AR is available in Chromium browsers on ARCore-certified Android devices.
How Thridify handles it
Thridify picks the best path for each device automatically. Shoppers never choose a mode.
  • WebKit: Viewing AR assets in Safari for iOS
  • MDN: XRSystem browser support
  • Google: WebXR with ARCore
  • Google: ARCore supported devices

AR from an embedded page

What shoppers see
When the 3D viewer is embedded inside another site’s frame on iPhone, AR opens in a new tab.
Why
Apple’s AR viewer is most reliable when opened from the top-level page, and in-page WebXR needs the host page to grant the frame permission for spatial tracking.
How Thridify handles it
Thridify handles the hand-off automatically, so shoppers simply land in AR.
  • WebKit bug 284100: Quick Look from an embedded frame
  • MDN: xr-spatial-tracking permission

Quick reference

The same picture at a glance.

How features behave in the 3D viewer, iPhone AR and Android AR
3D viewer (any browser)iPhone & iPad ARAndroid AR
Live configurationYesYesYes in Chrome AR; default finish in Scene Viewer
AnimationEvery animationFrom an animated AR file; configured products are stillFirst animation in Scene Viewer
Light from lampsYesLit by the real room; self-lit parts glowLit by the real room; self-lit parts glow
Glass and refractionFull refractionTinted transparencyVaries by viewer
Video surfacesPlaysStill frameStill frame
Hotspots and labelsYesIn the 3D viewerIn the 3D viewer
Instant placementNot applicableLiDAR modelsAfter a short scan

Planning a product for AR

Five habits that give shoppers the best AR on every phone.

  • ✓Choose configuration or animation for AR — Per product, decide whether AR should show the shopper’s configuration or a signature animation. 3D shows both.
  • ✓Give lights a glowing material — Self-lit shades and bulbs keep lamps looking switched on in every AR viewer.
  • ✓Check glass-heavy products in AR — Transparent and refractive parts are drawn differently by each platform; a quick check on a phone sets expectations.
  • ✓Build to the AR budget from day one — Models made within Apple’s and Google’s recommendations open faster and look sharper. Thridify’s modelling service builds to them by default.
  • ✓Test in a real room — Daylight, lamplight and floor texture all change the AR experience. Five minutes in an ordinary room is the best review.
Device compatibility3D modelling serviceTalk to us about your products

Sources

Platform behaviour is described from each vendor’s public documentation and the open standards. Platforms evolve with every release; this page reflects them as of November 2026 and is updated as they change. It is general information about the platforms, not a description of any plan or agreement.

  • model-viewer source: how AR modes launch
  • Google: Scene Viewer
  • Khronos: KHR_materials_variants
  • Apple: AR Quick Look
  • Apple: Validating USD files
  • OpenUSD: UsdPreviewSurface specification
  • Apple: Creating USD files for Apple devices
  • WebKit: Viewing AR assets in Safari for iOS
  • Apple: Visual effects in AR Quick Look and RealityKit
  • Khronos: KHR_materials_transmission
  • Khronos: glTF 2.0 specification (alpha modes)
  • Apple Human Interface Guidelines: Augmented reality
  • Google: ARCore lighting estimation
  • W3C Immersive Web: WebXR Lighting Estimation
  • Apple Newsroom: iPad Pro with LiDAR Scanner
  • Apple: Understanding world tracking
  • Google: ARCore fundamental concepts
  • W3C Immersive Web: WebXR Anchors
  • W3C Immersive Web: WebXR Hit Test
  • Apple: allowsContentScaling
  • Apple: Occluding virtual content with people
  • Google: ARCore Depth API
  • MDN: WebGL best practices
  • MDN: XRSystem browser support
  • Google: WebXR with ARCore
  • Google: ARCore supported devices
  • WebKit bug 284100: Quick Look from an embedded frame
  • MDN: xr-spatial-tracking permission