Build your own
A WebXR world is just a web page, so publishing one is publishing a page: no app store review, no install, a link is the whole distribution. Pick by how much engine you want.
A-Frame
Build a VR scene with HTML tags. The fastest possible start: one file, works in the Quest browser, huge component ecosystem.
three.js WebXR
The renderer under most web VR. Full control, VRButton and controller support built in. This site lobby is three.js.
Babylon.js
A full engine, not just a renderer: physics, audio, GUI and a WebXR helper with teleport and controllers done for you.
Godot Web Export
Build in a real game editor, export to the web, add WebXR. Best when the game outgrows a single scene file.
PlayCanvas
A browser based 3D engine and editor with WebXR support and hosting. Free tier to start, Personal is $15 a month.
Wonderland Engine
Built specifically for WebXR games, very fast on Quest. Royalty after $120k a year.
Unity WebXR Export
Unity has no native web WebXR path, the De-Panther WebXR exporter adds it. Heavy downloads compared to the web native tools.
Hubs
Shared social VR rooms in the browser. Mozilla hosting ended in 2024, so it is self host only now.
FrameVR
Hosted no code VR spaces for meetings and galleries. Easy, but no export, your world lives on their platform.
Fastest first world
One A-Frame file, a Kenney pack for props, a Poly Haven sky. An afternoon gets you a place other people can stand in, on a screen or in a headset. Then list it in an arcade like heyVR.io.