Devices Overview

Use ShapeBox across desktop browsers, mobile devices, VR headsets, and AR-capable hardware.

Devices Overview

ShapeBox runs in the browser and is designed to work across a broad range of devices. The same published scene loads and adapts automatically on desktop, mobile, tablet, and XR headsets.

Supported Platforms

PlatformUse case
Desktop browserFull editing and publishing experience
Mobile browserViewing published scenes; limited editing
Tablet browserViewing and basic editing with touch support
VR headset (WebXR)Immersive scene exploration and interaction
AR (mobile WebXR)Place scenes in the real world via mobile camera

Editor Device Support

The ShapeBox editor is primarily designed for desktop:

BrowserMinimum versionNotes
Chrome / Edge (Chromium)110+Recommended
Firefox110+Supported
Safari16.4+Supported; WebXR requires iOS 17+
ArcCurrentBased on Chromium

A mouse or stylus is strongly recommended for editing. Touch input works for basic operations (selecting, panning, zooming) but is not optimized for precise editing tasks.

Published Scene Device Support

Published scenes (the viewer, not the editor) automatically adapt to the viewer's device:

  • Desktop — full 3D scene with mouse/keyboard controls
  • Mobile / tablet — touch controls for orbit, pinch-to-zoom, and tap-to-interact
  • VR headset — WebXR mode activates for supported browsers (Quest Browser, Chrome on Android, Edge)
  • AR — WebXR AR mode places the scene in the camera feed on supported phones

Input controls by device

ActionDesktopMobile / TabletVR
OrbitLeft-mouse dragOne-finger dragHead tracking
PanMiddle-mouse or Alt+dragTwo-finger dragJoystick
ZoomScroll wheelPinchN/A
InteractClickTapTrigger button

Performance Recommendations

ShapeBox scenes scale automatically based on detected hardware. For best results:

Device classTarget scene complexity
High-end desktop (dGPU)High-poly meshes, real-time shadows, PBR reflections
Mid-range laptopMedium polygon count, baked lighting preferred
Modern smartphoneLow-poly assets, baked textures, minimal post-processing
VR headsetLow-to-medium poly, single-pass rendering, 72+ Hz target