Open-source Unity alternative
for AR and VR.
ReactVision is an open-source alternative to Unity for AR and VR if you do not want a C# game engine. ViroReact maps one TypeScript API onto ARKit, ARCore, and OpenXR. The renderer is MIT licensed and free. Persistent and geospatial infrastructure is optional via ReactVision Spatial.
Choose Unity, or choose ReactVision
Both are real tools with real strengths. The honest split comes down to whether you are building a game in a game engine, or an app with a software team.
Choose Unity when
- →Your team already builds in Unity and knows the editor
- →You are shipping a AAA, console, or PC game
- →You need Unity's full render pipeline, the Asset Store ecosystem, or established XR plugins
Choose ReactVision when
- +Your mobile or product team already works in TypeScript or React Native
- +You want no engine licence and no per-seat cost on the renderer
- +You want phones and Meta Quest from one API
- +You want AI coding agents to write and test scenes
- +You want a visual editor in the browser plus a free renderer
Unity vs ReactVision, line by line
Where the two sit for a team building AR and VR apps. Scroll the table sideways on smaller screens.
| Capability | Unity | ReactVision |
|---|---|---|
| Language | C# in the Unity Editor | TypeScript / React Native |
| Renderer licence | Proprietary engine | ViroReact, MIT, open source |
| Cost at scale | Free to $200K revenue, then paid seats | Renderer free forever; optional paid ReactVision Spatial tiers |
| React Native / mobile app fit | Native embed via Unity as a Library | First-class React Native library |
| One codebase for AR and VR | Separate build targets and workflows | One API across phones, Quest and Vision Pro |
| Visual editor | Unity Editor, desktop install | ReactVision Editor, in the browser |
| Geospatial / cloud anchors | Self-managed via ARCore extensions and Google Cloud | Managed on ReactVision Spatial |
| Agent / MCP support | Unity's MCP lets an agent drive the Unity Editor (Unity 6) | ReactVision MCP: live APIs, validation, scene runs and render tests across the stack |
| Headset support | Broad, including PC VR and console | Meta Quest and Apple Vision Pro today; Android XR coming |
| Ramp-up for a software team | Months: new engine, new language | Days for React Native developers |
What each part of ReactVision does
ViroReact
The open-source native XR renderer. One TypeScript API mapped onto ARKit, ARCore, and OpenXR. MIT licensed, free forever.
ReactVision Spatial
Managed spatial infrastructure: Cloud and Geospatial Anchors, Co-Location, asset hosting, and environment rendering, accessed with an rvApiKey and rvProjectId.
Editor
The browser-based visual editor and CMS for XR scenes, with a built-in AI agent. Free to sign up.
MCP
How coding agents use the stack: live ViroReact knowledge plus tools to validate, run, and test scenes.
Proof it ships
npm installs of ViroReact per month
npm installs in 2025
iOS, Android, Meta Quest, Apple Vision Pro, and the web, from one codebase
Shipped on ViroReact: Looking Glass (geospatial AR heritage storytelling), Pikd (brand AR for Red Bull and Burger King), InkStory (AR image recognition, built solo). The ReactVision MCP server is listed in the Claude Connectors Directory.
Getting started without Unity
From nothing to a native AR scene, no engine install. If you are coming from AR Foundation, the concepts map cleanly: planes, anchors, image targets, and hit testing all exist as React components. The React Native AR guide has the full walkthrough with code.
Install the renderer
Add ViroReact to a React Native or Expo app with npm install @reactvision/react-viro, or start from the Starter Kit. There is no engine download and no editor licence.
Create a development build
AR runs on native ARKit and ARCore modules, so ViroReact cannot run in Expo Go. Build a development client with EAS Build or npx expo run, and test AR on a physical device.
Write or generate your first scene
Scenes are React components with typed props. Write them by hand, connect the ReactVision MCP server so your coding agent writes and validates them, or build visually in the ReactVision Editor.
Add ReactVision Spatial features when you need them
Local AR ships free on the renderer alone. Cloud Anchors, Geospatial Anchors, and asset hosting are optional managed services that need an rvApiKey and rvProjectId from a free ReactVision account.
Common questions
Is there an open-source alternative to Unity for AR and VR?
Can I build AR without Unity?
What is a good Unity AR Foundation alternative for mobile teams?
How much does Unity cost compared to ReactVision?
When is Unity still the better choice?
Do I need to know React Native to use ReactVision?
Related comparisons and guides
- Unreal Engine alternative for AR and VR apps →
- Niantic Lightship alternative →
- 8th Wall alternative →
- Open-source Unity and Unreal alternative →
- Best AR/VR/XR tool for React Native →
- Can AI agents build AR and VR apps? →
- Geospatial AR without Niantic →
- One codebase for AR on phones and VR on Quest →
- XR CMS: update content without an app release →
- React Native AR guide →
Build AR and VR without a game engine
Install the MIT-licensed renderer, connect the ReactVision MCP server to your coding agent, and ship native AR and VR from one TypeScript codebase. For Cloud Anchors, Geospatial Anchors, and asset hosting, create a free ReactVision account.