WebAR Image Tracker for Unity View on Asset Store (opens in new tab)

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Latest version
1.0.2
Last updated
First released
Unity version
2022.3.62 or later
Package size
15.0 MB
Files
75
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2
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WebAR Image Tracker for Unity

by Make Games Play (opens in new tab)

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Augmented reality that opens from a link in any phone or desktop browser. No app, no ARKit, ARCore or WebXR. Author in Unity, ship a WebGL page powered by WebAssembly, with WebGPU for richer visuals.

Price $65.00

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Price history

Last 6 months

USD
Price history for WebAR Image Tracker for Unity, 6 months Current $65.00; lowest $32.50; highest $65.00 in this period. $0 $50 $100 Sep Oct Nov

Asset preview

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WebAR Image Tracker for Unity screenshot 1

WebAR Image Tracker for Unity screenshot 1

About this asset

WebAR Image Tracker brings image-target augmented reality to the mobile and desktop web, with no app and no native SDK. Point a camera at a target image and your Unity content locks onto it in real time, compiled to WebAssembly and running in the browser people already have, with nothing to install.

Why it exists: Unity's AR Foundation targets native ARKit and ARCore and does not build for WebGL, and browser-native WebXR image tracking is still experimental and off by default in Safari on iOS and iPadOS. WebAR Image Tracker uses the open-source mind-ar-js tracker (TensorFlow.js, GPU-accelerated on WebGL2), so one WebAssembly build runs across iOS, Android, and desktop browsers with no WebXR and no native AR SDK.

🌐 Made for the open web

  • Delivered as a web page: open from a link or QR code, no app store, no install.
  • One WebGL build serves iOS, Android, and desktop visitors with a camera.
  • Plain static files, no runtime backend: deploy on standard hosting; the tracker runs on the visitor's device.
  • Modern web stack: your Unity content runs as WebAssembly (WASM) for near-native speed, with GPU-accelerated image tracking on the visitor's device.

🎯 Tracking quality

  • Tracks images: any photo or artwork with enough detail is a target.
  • Adaptive smoothing: steadier when held still, looser in motion (driven by the accelerometer and gyroscope), so content sits stable at rest without lagging your hand.
  • Outlier rejection: physically impossible tracker jumps are dropped before they reach your content.
  • Stable on flat images: resolves the two equally-valid poses a flat picture presents (IPPE plus gyroscope), so the image can lie on any surface and move while tracked.
  • Rides out brief dropouts: the gyroscope keeps content pinned to the image, then re-syncs cleanly when it returns.

πŸ› οΈ Set up inside Unity

  • One-click rig: GameObject > WebAR > Controller builds the camera rig and reuses your scene camera; one more click adds a tracker.
  • Compile a target in-editor: Create Marker opens the local target compiler, scores trackability, and posts the target back into your project.
  • Test on a real device: a bundled local server hosts over HTTPS, shows a QR to open it on a phone, and streams the device console into the editor.
  • Real-world scale: Unity works in metres, so a 30 cm model is 30 cm wide on a 30 cm print.

πŸš€ Built for production

  • Multiple targets per project: compile several images into one file, each with its own content.
  • Pipelines: URP (recommended, most tested) and Built-in; HDRP via an Unlit fallback.
  • Self-contained: mind-ar-js and three.js are bundled into the WebGL template, no CDN at load time.
  • Scripting and events: start, stop, and swap targets from C#; subscribe to target-found, target-lost, and per-frame pose.
  • WebGPU-ready rendering: detects the browser graphics backend and applies a matching post-processing profile. On Unity 6's WebGPU backend the extra rendering headroom lets you push post-processing, real-time shadows, and anti-aliasing for higher visual fidelity, while WebGL2 stays the broad-compatibility default.

πŸ”— Links

From the publisher's Asset Store listing.

Technical details

βœ… Requirements

  • Unity 2022.3 LTS or newer. Tested on 6000.5.0f1, 6000.4.11f1, 6000.3.17f1, 6000.0.77f1, and 2022.3.62f3.
  • WebGL build target. URP recommended (most tested); Built-in supported; HDRP via an Unlit fallback (less tested).
  • An HTTPS host for deployment (camera access needs a secure context); localhost works in development.
  • A browser with WebGL2 and the EXT_color_buffer_float extension (used by the TensorFlow.js backend).
  • All processing runs on the device; no camera images or video are sent to a server.

🌍 Browser and device support

  • iOS/iPadOS 16.4+: every iOS browser uses Apple's WebKit, so Safari, Chrome, Edge, Firefox, and Brave all work. A one-time motion-permission prompt enables the gyroscope and accelerometer used for smoothing; tracking still works if it is declined.
  • Android: Chrome 89+ and current Chromium browsers (Edge, Brave, Opera, Samsung Internet); recent Firefox too.
  • Desktop: current Chrome, Edge, Firefox, Safari, Brave, and Opera with a webcam.
  • A browser missing WebGL2 or the float-texture extension shows a clear, named message instead of failing silently.

⚑ Performance

  • Tracking rate depends on the device GPU, the browser, and scene weight; on capable hardware it keeps pace with the camera.
  • Typical measured rates: recent iOS ~35-55 Hz, recent Android flagships ~30-45 Hz, budget or older Android ~10-20 Hz. The live rate shows in the diagnostic overlay and via C#.

πŸ“¦ What's included

  • Runtime components: tracked anchor, camera background, image tracker, compiled-target asset type, and the JavaScript-to-C# bridge.
  • A WebGL template with mind-ar-js and three.js bundled in, the motion-permission prompt, and loading/error screens.
  • A sample scene: a CC0 pumpkin model (Kenney) anchored to the included CC0 image target.
  • A bundled local HTTPS server for on-device testing.

🧩 Scripting API

  • Initialise from a bundled target asset or a hosted URL; stop, reinitialise, and restart for lifecycle control.
  • Events: target found, target lost, per-frame pose, camera projection update, tracker stopped, and unsupported-browser (with a capability tag).
  • A live tracker frame-rate value for adapting UX on slower devices.

🧰 Editor tooling

  • A Compatibility Audit that checks the project is set up correctly, plus About, under Tools > WebAR Image Tracker for Unity.
  • Custom inspectors: a single Tracking Stability slider for quick setup, with an advanced section for fine control.
  • An optional on-device diagnostic overlay, with one-tap copy of the full diagnostic state for support.

Built on mind-ar-js by hiukim (MIT).

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.5.0f1 Not listed Compatible Not listed
6000.4.11f1 Not listed Compatible Not listed
6000.3.17f1 Not listed Compatible Not listed
6000.0.77f1 Not listed Compatible Not listed
2022.3.62f3 Not listed Compatible Not listed

As listed on the Asset Store.