Unreal Engine alternative
for AR and VR apps.
Unreal is the right tool for cinematic, high-fidelity 3D. ReactVision is the alternative when the product is an app, not a game: TypeScript, an MIT renderer, no 5% royalty, and one API across phones and Quest.
Choose Unreal, or choose ReactVision
This is a fidelity-versus-fit decision. Unreal buys you the highest rendering ceiling in the industry; ReactVision buys you an app your existing team can ship this quarter.
Choose Unreal Engine when
- →You need film-quality, cinematic rendering
- →You are simulating large worlds with heavy physics and lighting
- →You have an existing Unreal Engine team and pipeline
Choose ReactVision when
- +You are shipping an installable AR or VR product, not a game
- +Your team is software engineers, not a game studio
- +You care about binary size and time-to-first-scene
- +You want no royalty and no engine licence on the renderer
- +You want phones and Meta Quest from one API
Unreal vs ReactVision, line by line
The differences that matter when the deliverable is an installable AR or VR product. Scroll the table sideways on smaller screens.
| Capability | Unreal Engine | ReactVision |
|---|---|---|
| Language | C++ and Blueprints | TypeScript / React Native |
| Renderer licence | Source-available, proprietary | ViroReact, MIT, open source |
| Cost at scale | 5% royalty above $1M revenue | Renderer free forever; optional paid Platform tiers |
| Mobile app weight | Large engine runtime in the binary | A renderer inside a normal React Native app |
| Time to first scene | Engine download, project setup, C++ toolchain | npm install and a development build |
| One codebase for AR and VR | Separate build targets and workflows | One API across phones and Quest |
| Visual editor | Unreal Editor, desktop install | ReactVision Studio, in the browser |
| New platform support | Wait for engine support | Maps onto native APIs: ARKit, ARCore, OpenXR |
| Agent / MCP support | No official agent tooling | Official ViroReact MCP server |
| Ramp-up for a software team | Months: new engine, C++ | 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.
Studio
The browser-based visual editor and CMS for XR scenes. Free to sign up.
Platform
Managed Cloud Anchors, Geospatial Anchors, asset hosting, and Environment Testing, accessed with an rvApiKey and rvProjectId.
MCP server
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, and Meta Quest supported today
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 ViroReact MCP server is listed in the Claude Connectors Directory.
Getting started without an engine
From nothing to a native scene in an afternoon. The React Native AR guide has the complete code walkthrough.
Install the renderer
npm install @reactvision/react-viro in a React Native or Expo app, or start from the Starter Kit. No engine download, no C++ toolchain.
Create a development build
ViroReact uses native ARKit, ARCore, and OpenXR modules, so it cannot run in Expo Go. Build a development client, and test AR on a physical device.
Build scenes in code or in Studio
Write scenes as typed React components, let a coding agent write and validate them through the MCP server, or compose them visually in ReactVision Studio in the browser.
Ship to phones and Quest
The same API renders AR on iOS and Android and VR on Meta Quest. visionOS is in internal preview and Android XR is coming.
Common questions
Is there a lighter alternative to Unreal Engine for mobile AR?
Can I build VR without Unreal Engine?
How does ReactVision pricing compare to Unreal's royalty?
When is Unreal Engine still the better choice?
Is there a visual editor, or is it code only?
What happens when a new XR platform launches?
Related comparisons and guides
- Unity alternative for AR and VR →
- 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 →
Ship the app, skip the engine
Install the MIT-licensed renderer and build in TypeScript, or design scenes visually in Studio and host them on Platform for over-the-air updates.