Three-Live 3D, CAD & Spatial XR Compiler

io.github.googlePublished by GitHub account googlev1.3.1Updated Nov 7, 2026

Compile, lint, simulate (60 Hz), and render 3D scenes from Three.js to GLB, USDZ, Android & iOS.

VerifiedSTDIODesktop onlyDeveloper ToolsMedia & Design

Overview

Three-Live 3D, CAD & Spatial XR Compiler's local MCP server; no sign-in required; STDIO.

No AI overview yet: these facts come from the registry entry and the server itself.

Installation

In SourceWeft

  1. Open Three-Live 3D, CAD & Spatial XR Compiler in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

Disclaimer: This is not an officially supported Google product.

Three-Live

AI-First Native 3D, CAD & Spatial Computing: On-device JIT compiler turning live, AI-generated Three.js into native Android (Google Filament & Jetpack XR), iOS & visionOS (Apple RealityKit), and WebXR.

[CI] [Release] [License]

⚡ Quickstarts (Android • iOS • CLI • Web) • 📦 Install (JitPack • SwiftPM • Cargo • npm) • ▶ Live 3D Studio • 🥽 Live Spatial XR Studio • 📚 Docs

[Three-Live Hero Showcase: Native Android & iOS XR, Parametric CAD & CSG, Spatial Traits & 60 Hz Physics, and AI Agent CLI]

LLMs and developers excel at writing concise Three.js code—not hundreds of lines of platform-specific native 3D, shader, and AR boilerplate. Three-Live compiles standard Three.js (THREE.Mesh, THREE.CSG, userData.xr, KHR_interactivity) on-device in a sandboxed Rust VM and renders natively in Google Filament and Jetpack XR SceneCore on Android, Apple RealityKit and Quick Look on iOS and visionOS, headless 4-up PNG contact sheets (three-live-cli) for AI coding agents, and WebGL2 / WebXR on the Web.


Quickstarts

1. Run Three.js natively on Android (Google Filament & Jetpack XR SceneCore)

Compile standard Three.js code over zero-copy JNI and drive native Google Filament rendering, 60 Hz physics, and Jetpack XR SceneCore spatial entities:

kotlin
import com.google.threelive.FilamentHelperimport com.google.threelive.XRLiveRuntimeSessionimport com.google.threelive.XRLiveSceneCoreHelper
val threeJsCode = """  const core = new THREE.Mesh(    new THREE.IcosahedronGeometry(0.55, 3),    new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.85, roughness: 0.15 })  );  core.userData.xr = { grab: '2-hand', orbit: { speed: -0.4 } };  scene.add(core);""".trimIndent()
// Compile Three.js to a zero-copy GLB ByteBuffer and load directly into Google Filamentval holder = FilamentHelper.loadModelZeroCopy(threeJsCode) { buffer ->    assetLoader.createAssetFromBinary(buffer)}
// Step live KHR_interactivity graphs, 60 Hz rigid-body physics, and spatial traits per frameval runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer)runtime.step(dtSeconds = 1.0 / 60.0)
// Or attach interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCoreXRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)

2. Run Three.js natively on iOS, macOS, and visionOS (Apple RealityKit)

Compile the exact same Three.js code into Apple RealityKit (ARView / RealityView) or .usdz:

swift
import ThreeLiveCompilerimport RealityKit
@MainActorfunc loadSpatialScene(from threeJsCode: String, into arView: ARView) async throws -> XRLiveRealityKitSession? {    let glb = try ThreeCompiler.compileToGLB(script: threeJsCode)    let entity = try await RealityKitHelper.loadEntity(fromGLB: glb)    XRLiveRealityKit.installTraits(on: entity, in: arView)
    // Bind live KHR_interactivity, 60 Hz physics, and spatial traits to RealityKit SceneEvents.Update    let session = XRLiveRealityKitSession(glbData: glb, root: entity)    session?.installInputTargets()    session?.start()    return session}

3. Verify & compile Three.js headlessly for AI agents (three-live-cli & MCP server)

Render a 4-up orthographic/camera contact sheet (zero GPU required), run the spatial linter for JSON frustum/overlap telemetry, compile scene.js to .glb / .usdz, or attach three-live-cli mcp as a zero-dependency Model Context Protocol (MCP) stdio server (three_live_validate, three_live_render, three_live_convert, three_live_sim) in Claude Code, Cursor, Gemini CLI, or Windsurf:

bash
$ npx three-live-cli render scene.js --view=quad --grid --annotations -o contact_sheet.png$ npx three-live-cli validate scene.js --json$ npx three-live-cli convert scene.js -o model.usdz
# Or register the built-in MCP server for closed-loop visual + spatial AI verification:$ claude mcp add three-live -- npx -y -p three-live three-live-cli mcp

4. Run on the Web (<three-live> and <xr-live>)

On the web, <three-live> (< 30 KB gz viewer, < 72 KB gz with the live Three.js compiler) and <xr-live> (< 84 KB gz) render the same Three.js scenes in WebGL2 and 6DoF WebXR with 1-tap mobile AR handoff:

js
// Standard Three.js scene (runs identically in Android, iOS, CLI, and Web)const mesh = new THREE.Mesh(  new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16),  new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.8, roughness: 0.15 }));mesh.userData.xr = { grab: '1-hand', billboard: 'capsule' };scene.add(mesh);

Install packages and bundles

Package installation

  • 1. Android (JitPack, GitHub Packages Maven, prebuilt release AAR, or source):

    • JitPack (https://jitpack.io, no authentication required): Add maven("https://jitpack.io") to settings.gradle.kts, then add:

      kotlin
      dependencies {  implementation("com.github.google.three-live:compiler:v1.3.1")  // Optional adapters: :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe}
    • GitHub Packages Maven (https://maven.pkg.github.com/google/three-live): Configure the repository in settings.gradle.kts and add implementation("com.google.threelive:compiler:1.3.1") (plus optional :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe).

    • Prebuilt AAR: Download three-live-compiler-release.aar (includes arm64-v8a, armeabi-v7a, and x86_64 JNI .so libraries) and optional adapter AARs (three-live-filament-release.aar, etc.) from GitHub Releases into app/libs/ and add implementation(files("libs/three-live-compiler-release.aar")).

    • Maven Local (com.google.threelive:compiler:1.3.1): Run ./gradlew :mobile:android:publishReleasePublicationToMavenLocal and add implementation("com.google.threelive:compiler:1.3.1").

    • From source: Run make android (or bash scripts/build_android_aar.sh).

  • 2. iOS, macOS, and visionOS (Swift Package Manager):

    swift
    .package(url: "https://github.com/google/three-live.git", from: "1.0.0")

    Swift Package Manager automatically resolves the prebuilt, checksum-pinned ThreeLiveCompiler.xcframework.zip archive from GitHub Releases—no local Rust or Node.js toolchain is required.

  • 3. Rust CLI (three-live-cli) and library crate (Crates.io, prebuilt binaries, or source):

    • Crates.io (library & CLI):

      bash
      cargo add three-live-compiler# Or install the standalone CLI binary from Crates.io:cargo install three-live-compiler --bin three-live-cli
    • Prebuilt binaries: Download standalone binaries for macOS (arm64 and x86_64), Linux (x86_64 and aarch64), and Windows (x86_64.exe) from GitHub Releases.

    • From source: Run make rust (npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli).

  • 4. Web (npm, CDN, prebuilt release, or source):

    • npm:

      bash
      npm install three-live xr-live
    • Hosted ES module (jsDelivr or GitHub Pages CDN): Load https://cdn.jsdelivr.net/npm/three-live/dist/three-live.min.js or https://google.github.io/three-live/dist/three-live.min.js.

    • Prebuilt bundle archive: Download three-live-web-dist.zip from GitHub Releases.

    • From source: Run git clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build.


Why Three-Live and XR-Live

Native mobile and headset AR/XR from Three.js

In practice, browser WebXR (navigator.xr) only covers part of the device landscape:

  • Android System WebView, iOS Safari, and iOS WKWebView don't support WebXR. A WebXR-only app can't run inside an embedded WebView or WKWebView in a native Android or iOS app, and can't enter AR in Safari on iPhone or iPad.
  • Static OS handoffs (Scene Viewer and AR Quick Look) strip interactivity. Exporting a static .glb or .usdz file to the OS previewer works for viewing a model, but drops Three.js animate() loops, 60 Hz physics, custom state, and interactive plugins.
  • Browser WebXR doesn't use native spatial compositors. On Android, browser WebXR renders WebGL2 in the browser process rather than using Google Filament or Jetpack XR SceneCore's HomeSpace shared space. On visionOS, browser WebXR runs in an isolated fullscreen VR session without camera passthrough or SwiftUI Shared Space integration.

Three-Live solves this by compiling the same Three.js code on-device and running it natively on each platform's own engine:

Target environmentWhat happens with browser WebXR or static AR handoffWhat you can do with Three-Live and XR-Live
Android phones and tablets (native Compose or View app)android.webkit.WebView has no WebXR; Scene Viewer only shows static .glb filesCompile Three.js over JNI and render natively in Google Filament and ARCore (XRLiveRuntimeSession) inside your app UI.
Android XR and Apple Vision Pro headsetsBrowser WebXR is isolated in a fullscreen WebGL sessionAttach native Jetpack XR SceneCore (GltfEntity, MovableComponent, Anchor) or RealityKit entities that live in the system shared space alongside native panels.
iPhone and iPad (native SwiftUI app)WKWebView has no WebXR; AR Quick Look only shows static .usdz filesRun live Three.js scenes, animate() loops, KHR_interactivity, and spatial plugins natively in ARKit and RealityKit (ARView and RealityView).
Mobile and headset web browsersStandard WebXR works on Android Chrome and headsets; iOS Safari has no WebXRRun 6DoF WebXR where supported, with automatic Stereo SBS, gyroscope, and in-memory .usdz and .glb AR handoff on iOS Safari.

Compare <three-live> and <xr-live>

The following table compares the two runtime tiers across Android, iOS, and Web:

Capabilitythree-live (Core 3D, CAD & Animation)xr-live (Spatial Computing & Simulation)
Primary use case3D product viewers, parametric CAD/CSG, skeletal animation, and 1-tap AR handoffInteractive 6DoF XR, native mobile AR/XR, spatial UI cards, depth physics, hand tracking, and 60 Hz simulations
Three.js JIT compilerYes (sandboxed Rust Boa/QuickJS VM on Android/iOS/CLI, Web Worker on Web)Yes (inherits three-author JIT compiler plus userData.xr spatial traits)
Android & iOS runtimeGoogle Filament (FilamentHelper), Apple RealityKit (RealityKitHelper), and .glb/.usdz exportNative Android (Filament + Jetpack XR SceneCore + XRLiveRuntimeSession) and native iOS/visionOS (RealityKit + XRLiveRealityKitSession)
Spatial interactionOrbit controls, mesh picking, 3D surface hotspots, KHR_interactivityDeclarative userData.xr traits (grab, scale, billboard, anchor, handles, snapTo, gaze, explode, navigable, sync, audioEmitter), 15 spatial plugins, 6 xr-live-sim simulation plugins, 25-joint hands, and KHR_interactivity
Web bundle budget< 30 KB gz (viewer), < 72 KB gz (three-live.min.js)< 54 KB gz (viewer), < 84 KB gz (xr-live.min.js), < 209 KB gz (xr-live-full.min.js)

HTML attribute compatibility with <model-viewer>

On the web, <three-live> supports the core HTML attributes used by <model-viewer> (src, poster, camera-controls, camera-orbit, camera-target, min-camera-orbit, max-camera-orbit, field-of-view, auto-rotate, auto-rotate-delay, rotation-per-second, ar, ar-modes, ar-scale, ar-placement, exposure, shadow-intensity, shadow-softness, tone-mapping, environment-image, skybox-image, autoplay, animation-name, variant-name, and slot="hotspot-*").

If you have existing <model-viewer> HTML markup and want to add procedural Three.js scripts, native Android/iOS runtime targets, or CLI/MCP scene validation without renaming tags, call ThreeLiveElement.defineModelViewer() (or defineModelViewer()) to register <three-live> under the <model-viewer> custom element name when @google/model-viewer is not loaded.

Dimension<model-viewer><three-live> / <xr-live>
Primary focusDisplaying pre-authored .glb and .gltf 3D assets on the web and launching mobile AR (Scene Viewer, WebXR, Quick Look).Compiling and running procedural Three.js scripts, parametric CAD/CSG, and .glb / .usdz / .spz scenes across Android, iOS/visionOS, and Web.
Scene inputsStatic .glb and .gltf files.Static .glb, .usdz, and .spz files, plus inline or external THREE.Scene scripts (type="text/three" or .js) compiled in a worker/iframe sandbox or Rust VM.
Target platformsWeb Custom Element (<model-viewer>).Native Android SDK (ThreeCompiler JNI + Google Filament / Jetpack XR), native iOS / visionOS SDK (ThreeCompiler XCFramework + RealityKit), Rust CLI / MCP server (three-live-cli), and Web Custom Elements (<three-live>, <xr-live>).
Post-processing & effectsProvided via the companion @google/model-viewer-effects package (<effect-composer>, <bloom-effect>, <outline-effect>).Built-in HTML attributes (bloom, bloom-threshold, bloom-radius, outline, outline-selected, outline-color, tone-mapping) with no external effect dependencies.
Interactivity & simulationCamera orbit/pan/zoom, animation playback, material variants, hotspots, and scene-graph material API.Includes the above plus glTF KHR_interactivity behavior graphs, declarative userData.xr spatial traits (grab, scale, anchor, snapTo), and 60 Hz deterministic simulation plugins (rigid-body, character-controller, navigation, objectives).
Web bundle size (gzipped)Full Three.js renderer + glTF pipeline (~250 KB gz).Modular tiers: < 30 KB gz (three-live-viewer), < 72 KB gz (three-live), < 113 KB gz (three-live-full), < 209 KB gz (xr-live-full).

Modular plugins across Android, iOS, and Web

Every capability works on both prebuilt .glb, .usdz, and .spz assets and live Three.js scenes:

  • Compact core (< 30 KB to < 84 KB gz on Web): The 3D viewer (three-live-viewer.min.js) is < 30 KB gz (< 72 KB gz with the live Three.js compiler in three-live.min.js), and the WebXR viewer (xr-live-viewer.min.js) is < 54 KB gz (< 84 KB gz with the live Three.js compiler in xr-live.min.js).
  • Core 3D, CAD, and animation plugins (three-live, 15 plugins): Optional domain bundles (three-live-studio.min.js at < 29 KB gz, three-live-cad.min.js at < 10 KB gz, and three-live-animation.min.js at < 11 KB gz, or < 113 KB gz combined in three-live-full.min.js) add KHR_interactivity behavior graphs, PBR Next materials, KHR_materials_variants, EXT_meshopt_compression, HDRI and spherical-harmonics lighting, contact shadows, 3D hotspots, post-processing (bloom and outline), automatic multi-tier Level-of-Detail (lod / THREE.LOD / MSFT_lod), 2D Shape/ExtrudeGeometry, 3D CSG Booleans, 3D vector TextGeometry, 64-joint GPU skeletal skinning, morph targets, keyframe cross-fading, and two-bone / FABRIK inverse kinematics (ik).
  • Hardware XR sensors (xr-live-sensors.min.js, < 10 KB gz): Adds hardware XR depth occlusion (XRDepthManager), analytical heightfield physics (XRHeightfieldPhysics), 25-joint hand gesture classification (XRHandGestureClassifier), the desktop 6DoF keyboard/mouse simulator (XRDesktopSimulator), HRTF spatial audio earcons, and WebMCP agent tools.
  • Spatial computing plugins (xr-live-spatial.min.js, 15 plugins, < 63 KB gz): Each advanced spatial capability in xr-live-spatial.min.js is a standalone, zero-dependency plugin (~2 to 5 KB gz each) with a matching native implementation in the Android and iOS SDKs.
  • Simulation and scenario plugins (xr-live-sim.min.js, 6 plugins, < 26 KB gz): Six plugins for games, training drills, and safety walkthroughs add a controllable character, autonomous steering agents, deterministic 60 Hz rigid-body physics (rigid-body), integrity and trigger zones, checklist objectives with scoring and timers, and procedural audio cues across Android, iOS, and Web.
Core 3D, CAD, and animation plugins (three-live)

The following table lists the fifteen modular 3D, CAD, and animation plugins:

PluginAttribute or Three.js APIWhat it adds
interactivityuserData.interactivity, KHR_interactivityCompiles and executes glTF KHR_interactivity behavior graphs (onSelect, onHoverIn, onStart, toggleTransform, interpolate, cycleMaterialColor, and sendEvent) with step and tween budgets.
materialsMeshPhysicalMaterial, variant-namePBR Next material properties (clearcoat, transmission, ior, thickness, attenuationColor, sheen, iridescence, and anisotropy).
variantsvariant-name, userData.variantsKHR_materials_variants multi-colorway configurators and USDZ VariantSet export.
meshoptEXT_meshopt_compressionZero-WASM decoder and encoder for EXT_meshopt_compression vertex, index, and animation buffers (OCTAHEDRAL, QUATERNION, EXPONENTIAL).
envmapenvironment-image, skybox-image, exposureProcedural studio environment lighting, HDRI skyboxes, and 9-band spherical-harmonics diffuse irradiance.
shadowsshadow-intensity, shadow-softnessSoft ground-plane contact shadows and dynamic shadow-map updates matching scene bounds.
hotspotsslot="hotspot-*", data-position, data-normal3D surface-anchored annotations with normal-facing visibility culling and SVG leader lines.
webxrar, ar-modes, ar-scale, ar-placementZero-server runtime .glb and .usdz packaging for 1-tap mobile AR handoff across Android Scene Viewer, iOS Quick Look, and WebXR.
postprocessingbloom, outline, tone-mapping, xr.bloom, xr.outlineDual-Kawase mipmap bloom, selection/hover silhouette outlines, and neutral, aces, agx, reinhard, and none tone mapping.
lodTHREE.LOD, xr.lod, MSFT_lodDistance-based multi-tier Level-of-Detail switching with hysteresis, far-distance culling, automatic vertex-clustering mesh decimation (decimateGeometry), and MSFT_lod / KHR_node_visibility export.
cadTHREE.Shape, THREE.ExtrudeGeometry, THREE.CSG, THREE.TextGeometry2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D BSP CSG Booleans (union, subtract, intersect), and stroke-font TextGeometry.
skinninganimation-name, autoplay64-joint GPU vertex skinning and skeletal hierarchy evaluation.
morphmorphTargetInfluencesGPU morph-target vertex displacement and weight blending.
keyframesanimationCrossfadeDurationLinear, step, and cubic-spline (CUBICSPLINE) TRS keyframe interpolation with smooth clip cross-fading.
ikTHREE.IKSolver, xr.ikAnalytic two-bone (arm/leg with pole vector) and multi-joint FABRIK inverse kinematics chains.
Spatial perception, splat, audio, and multimodal AI plugins (xr-live)

The following table lists the eight perception, rendering, audio, and AI plugins across Android Filament, iOS RealityKit, and WebXR:

PluginAttribute or userData.xr traitWhat it adds across Android Filament, iOS RealityKit, and WebXR
head-followxr.follow, xr.orbitLazy HUD head or hand follow with an angular deadzone and critically damped spring, plus 3D satellite orbits.
manipulation-handlesxr.handlesFour top-corner uniform scale handles and a bottom pedestal yaw-rotation bar that emit xr-handles-change events.
world-understandingworld-understanding="planes reticle"Real-world plane and mesh tracking, surface-normal gaze reticle, XRTapeMeasure, and 2D-to-3D bounding-box unprojection (detectObjects).
gemini-liveconnectGeminiLive(), xr.holdToAskReal-time bidirectional WebSocket vision and 16/24 kHz PCM voice streaming, barge-in cancellation, live transcription, and press-and-hold mesh queries.
spatial-paintspatial-paint="#38bdf8"Pinch-to-paint 3D Catmull-Rom spline strokes extruded as twist-free parallel-transport tubes with undo() and clear().
depth-particlesxr.particlesGPU-friendly rain, snow, sparks, and confetti emitters (up to 2,000 particles per emitter) that collide with floors and real-world depth maps.
splat-loaderxr.splatUrl, allow-remote-splatsStreams .splat and .spz (v2 and v3) 3D Gaussian Splats (up to 1,000,000 splats) with per-frame 16-bit counting sort.
spatial-audioxr.audioEmitter, xr.audio, KHR_audio_emitter3D positional and directional spatial audio emitters with 8 zero-asset ambient loop presets (hum, reactor, wind, beacon, geiger, chimeLoop, machinery, water), inverse/linear/exponential distance falloff, directional cones, and KHR_audio_emitter / USDZ SpatialAudio export.
CAD review, spatial layout, locomotion, and co-presence plugins (xr-live)

The following table lists the seven CAD, layout, locomotion, and multi-user plugins across Android Filament, iOS RealityKit, and WebXR:

PluginAttribute or userData.xr traitWhat it adds across Android Filament, iOS RealityKit, and WebXR
spatial-measurespatial-measure="bounds|tape|all", xr.dimensionsLive W × H × D bounding-box dimension callout bars with 3D vector-glyph labels (m, cm, mm, in, and ft-in) and point-to-point AR tape measure.
magnetic-snapmagnetic-snap, xr.snapTo, xr.snapSocketMagnetic socket snapping with 1.25× breakaway hysteresis and pulsing preview rings, plus Cartesian grid, yaw angle, and surface snapping.
gaze-dwellgaze-dwell, xr.gazeHands-free eye and head gaze raycasting with EMA smoothing, 1.5° micro-saccade grace cone, and radial dwell progress ring (select or ask).
exploded-viewexplode="0..1", section-plane, xr.explodeMulti-part CAD assembly explosion with staggered layers, dashed leader lines, two-hand spread gesture, and GPU cross-section slicer.
persistent-anchorspersistent-anchors, persist-url-hash, xr.anchor.persistThree-tier pose persistence across reloads and sessions via shareable #xr-state=<base64url> URLs, localStorage, and native anchors.
spatial-locomotionlocomotion="teleport snap-turn", xr.navigableBallistic parabolic teleport arc with walkable and blocked surface validation, thumbstick snap-turn or smooth glide, and a 120ms FOV comfort vignette.
shared-roomshared-room="<id>|wss://...", xr.syncZero-dependency multi-user co-presence (20 Hz quantized avatars and laser rays, optimistic grab locks with deterministic tie-breaking, and synced explode and paint).
Interactive simulation, agent, and scenario plugins (xr-live-sim)

The following table lists the six simulation plugins across Android Filament, iOS RealityKit, and Web:

PluginAttribute or userData.xr traitWhat it adds across Android Filament, iOS RealityKit, and Web
character-controllercharacter-controller, xr.characterCapsule kinematics with floor and slope stepping, jump with coyote time, keyboard, gamepad, and touch-joystick input, and third-person, first-person, top-down, or fixed-camera rig follow.
steering-agentssteering-agents, xr.agentAutonomous kinematic agents (patrol, chase, flee, follow, and wander) with vision-cone target acquisition, obstacle avoidance, and agentstatechange and agentreach events.
rigid-bodyxr.physics, xr.rigidBodyDeterministic 60 Hz Sequential Impulse rigid-body solver (dynamic, static, kinematic; box, sphere, cylinder, auto; mass, restitution, friction, damping, sleeping, and xrcollision / xrsleep events) plus USDZ PhysicsRigidBodyAPI / PhysicsMassAPI.
hit-zoneshit-zones, xr.integrity, xr.zone, xr.spawnerPart and target integrity with world-space bars, hit flashes, projectile, hitscan, and contact interactions, burst fragments, colored trigger zone volumes, and timed template spawner pooling.
objectivesobjectives, scenario-timer, target-score, attempts, xr.objectiveOrdered or unordered checklist objectives (reach, clear, collect, activate, and hold), score, attempt counter, countdown timer, HUD overlay (sim-hud), and scenario-reset-key resets.
synth-audiosynth-audio, synth-volume, xr.audioCuesZero-asset procedural audio synthesis (beep, chime, buzz, thud, sweep, click, alarm, and whoosh) bound to simulation events via Android AudioTrack, iOS AVAudioEngine, and Web Audio.

JavaScript bundles and enforced size budgets (Web)

Every web bundle targets es2020, strips full license blocks (--legal-comments=none), and emits a single four-line SPDX header:

FamilyBundle fileEnforced budget (.min.js.gz)Included capabilities
three-livethree-live-viewer.min.js< 30 KB gzLean .glb and .usdz WebGL2 PBR viewer, TRS animations, orbit controls, and AR packager.
three-live.min.js< 72 KB gzStandard <three-live> + three-author (live Three.js compiler, InstancedMesh GPU instancing, KHR_interactivity compiler, 5 tone-mapping modes, contact shadows) + AR packager.
three-live-studio.min.js< 29 KB gzAdd-on plugin: PBR Next extensions, HDRI and SH irradiance, bloom/outline post-processing, KHR_materials_variants, EXT_meshopt_compression, KHR_interactivity VM, lod (THREE.LOD / MSFT_lod), 3D hotspots, and WebXR AR.
three-live-cad.min.js< 10 KB gzAdd-on plugin: 2D Path/Shape with ear-clipping hole triangulation, ExtrudeGeometry with beveling, 3D CSG BSP Booleans (union, subtract, intersect), and 3D stroke-font TextGeometry.
three-live-animation.min.js< 11 KB gzAdd-on plugin: 64-joint GPU skeletal skinning, morph targets, animation cross-fading, and two-bone / FABRIK inverse kinematics (ik / THREE.IKSolver).
three-live-full.min.js< 113 KB gzAll-in-one 3D bundle (three-live + studio + cad + animation, all 15 plugins auto-registered).
xr-livexr-live-viewer.min.js< 54 KB gzLean .glb and .usdz WebXR viewer + spatial traits (grab, scale, billboard, anchor), <div slot="spatial">, and mobile AR bridge.
xr-live.min.js< 84 KB gzStandard <xr-live> + three-author (live Three.js compiler) + runtime USDZ and GLB compiler.
xr-live-sensors.min.js< 10 KB gzAdd-on plugin: Hardware XR sensors (XRDepthManager, XRHeightfieldPhysics, 25-joint XRHandGestureClassifier), XRDesktopSimulator, Spatial Audio, Skybox, and WebMCP tools.
xr-live-spatial.min.js< 63 KB gzAdd-on plugin bundle registering all 15 spatial plugins (head-follow, manipulation-handles, world-understanding, gemini-live, spatial-paint, depth-particles, splat-loader, spatial-measure, magnetic-snap, gaze-dwell, exploded-view, persistent-anchors, spatial-locomotion, shared-room, spatial-audio).
xr-live-sim.min.js< 26 KB gzAdd-on simulation plugin bundle registering all six simulation plugins (character-controller, steering-agents, rigid-body, hit-zones, objectives, synth-audio).
xr-live-full.min.js< 209 KB gzAll-in-one 3D, XR, and simulation bundle (three-live-full + xr-live + xr-live-sensors + all 15 spatial plugins + all 6 simulation plugins).

Safe execution for live, AI-generated Three.js

Because LLMs already know Three.js, an agent or backend can generate a complete interactive 3D or XR scene in 15 to 30 lines of JavaScript without external binary assets. Three-Live executes Three.js scripts inside a sandboxed Rust Boa/QuickJS VM on Android and iOS, and inside a dedicated Web Worker or opaque-origin <iframe sandbox="allow-scripts"> (connect-src 'none') on the web—with network and storage globals removed, Object.prototype frozen, CPU instruction fuel limits, and scene geometry memory quotas.


Project status

Three-Live is in Beta. Its core 3D, mobile AR/XR, and spatial computing runtime, versioned userData.xr trait schema (schemaVersion: 1), sandboxed JIT compiler, and three-target parity across Android XR, Apple RealityKit, and Web are feature-complete and ready for integration and evaluation.

  • Prebuilt distributions: The Android release AAR (three-live-compiler-release.aar), the Apple XCFramework (ThreeLiveCompiler.xcframework.zip), native three-live-cli binaries for macOS, Linux, and Windows, and standalone web JavaScript bundles (three-live-web-dist.zip) are published on GitHub Releases.
  • Package registries: Published on JitPack / GitHub Packages Maven, Swift Package Manager, Crates.io (three-live-compiler), npm (three-live), npm (xr-live), GitHub Releases, and the jsDelivr / GitHub Pages CDNs (see Install packages and bundles).
  • Release notes: See CHANGELOG.md for release history and architectural notes.

Documentation guide

The following guides cover the native mobile SDKs, spatial plugins, web components, and LLM authoring workflows:

GuideAudienceContents
docs/xr-live.mdAndroid, iOS, and XR developersComplete spatial and native SDK guide: Android (Filament + Jetpack XR SceneCore), iOS/visionOS (RealityKit), canonical userData.xr traits, all 15 spatial plugins, the six xr-live-sim simulation plugins, depth and physics, 25-joint hands, and WebMCP.
docs/three-live.mdMobile and web developersComplete 3D reference: Three.js authoring, KHR_interactivity, PBR Next and HDRI, CAD/CSG/Text, animations, 3D hotspots, and sandboxing.
docs/cookbook.mdAll developersCopy-pasteable Three.js recipes for e-commerce configurators, precision manipulation handles, Gemini Live spatial assistants, 3D spatial paint, CAD exploded views and measurements, magnetic snapping and persistent anchors, multi-user co-presence, and interactive training and simulation drills (xr-live-sim).
docs/llm-guide.mdLLMs and agentsCopy-paste system prompt snippet, canonical userData.xr and userData.interactivity schemas, strict THREE.* allowlist, scene quotas, and few-shot templates.
AGENTS.mdCoding agentsRepository rules, three-target cross-platform parity contract, build and test commands, bundle budgets, and security invariants.
skills/Agent skillsProgressive-disclosure SKILL.md skills for authoring scenes (three-live-authoring) and developing plugins (xr-live-plugin-dev).
llms.txt and llms-full.txtLLM context feedsSingle-file concise index (llms.txt) and complete concatenated reference (llms-full.txt) for LLM context windows.
CHANGELOG.mdAll usersRelease notes and architectural summary for Three-Live releases.

Build and run demos

Run make (or make help) from the repository root to build packages, run tests, or open the interactive studio demos:

bash
$ make doctor        # Check installed toolchains (Android NDK, Xcode, Rust, Node)$ make android-demo  # Build JNI .so slices and debug Compose APK, and open Android Studio$ make ios-demo      # Build XCFramework, generate .xcodeproj, and open in Xcode (macOS)$ make test          # Run full Android, iOS, Rust compiler, and Web parity test suites$ make web           # Compile all <three-live> and <xr-live> JS bundles and embedded engine$ make web-demo      # Launch web playgrounds at http://localhost:8888/three/ and /xr/

Security

Untrusted client Three.js script execution is disabled by default on the web (allow-client-scripts required) and always runs inside an isolated QuickJS/Boa VM on Android and iOS or a sandboxed Worker / opaque-origin <iframe> (connect-src 'none') on Web—with network and storage globals stripped, Object.prototype frozen, CPU instruction fuel limits, and geometry memory quotas.

To report a vulnerability, please follow the instructions in SECURITY.md.

Contributing

Contributions are welcome! Please read CONTRIBUTING.md and CODE_OF_CONDUCT.md before submitting a pull request.

License

Licensed under the Apache License, Version 2.0.

Source: README.md at commit 0ac208f

Tools

0
SourceWeft has not started this package in its sandbox yet, so its tools are not known.

Version history

1
  1. v1.3.1LatestNov 7, 2026

Score

50% of the applicable checks met

How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.

  • Reached in the last 30 days25 pts

    Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.

  • Auth declared10 pts

    Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.

  • Tools listed15 pts

    Answer tools/list without a credential, or ship a package that starts in a sandbox without one.

  • DescriptionRequired15 pts
  • Logo10 pts
  • Documentation15 pts
  • License10 pts