Prototype · Preview: every server in the official registry, synced every 30 minutes. Reviews and accounts come in a later step.
PopNx MCPMCP servers for people who use AI · explained in plain words

Three-Live 3D, CAD & Spatial XR Compiler

by googleversion 1.3.1i★ –iRuns on your computer
Registry nameio.github.google/three-live

Install

Overview

Description from the maker (original English)

Compile, lint, simulate (60 Hz), and render 3D scenes from Three.js to GLB, USDZ, Android & iOS.

PopNx MCP’s three pillars

These three are never merged into one score: opinions, measurements and popularity are different things.

What you can do with it

We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.

  • Connection: Runs on your computer
  • Transport: stdio
  • Category: Developer tools

Install

Pick the AI app you use, then copy the settings.

Before you install

  • Basic checks: 1 of 1 passed
  • Runs on your computer with your user’s permissions (files, network, apps).
  • The registry lists no key to fill in.

You need

  • npmNode.js installed (for the npx command)

Which app do you use?

Pick your app above. We remember it, so next time the button says “Install in …”.

Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json

{
  "mcpServers": {
    "three-live": {
      "command": "npx",
      "args": [
        "-y",
        "three-live",
        "mcp"
      ]
    }
  }
}

Run this in your terminal

claude mcp add three-live -- npx -y three-live mcp

Open in Cursor

Or copy the settings yourself

Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json

{
  "mcpServers": {
    "three-live": {
      "command": "npx",
      "args": [
        "-y",
        "three-live",
        "mcp"
      ]
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

Open in VS Code

Or copy the settings yourself

Paste into .vscode/mcp.json in your project

{
  "servers": {
    "three-live": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "three-live",
        "mcp"
      ]
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.

Your choice stays on this device in a cookie; no account needed.

These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.

What it can do

Runs on your computer; the tool list appears in your AI app after you install it.

Basic checksi

We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 8, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account google, which owns the repo

  • … Not checked yet

    Still maintained

    We have not read this repo from GitHub yet

  • … Not checked yet

    Has a licence

    We have not read this repo from GitHub yet

  • – Not applicable

    Endpoint responds

    This one runs on your computer; there is no internet endpoint

  • – Not applicable

    Sign-in with OAuth

    Runs on your computer and uses local settings instead

  • … Not checked yet

    No hidden instructions in tool descriptions

    Runs on your computer; we can only read tool lists from internet endpoints

Compared with others in Developer toolsi

  • More stars than 0% of the other 4923 servers in this category
  • Published to the registry more recently than 97% of the other 4923 servers in this category
  • Basic checks equal to or better than 100% of the other 4923 servers in this category

Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.

Common questions

Is Three-Live 3D, CAD & Spatial XR Compiler safe?

It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.

What keys or codes does it need?

The registry does not list a required key, though some servers ask you to sign in on first use.

Does it run on my computer or in the cloud?

It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).

Is it still maintained?

The GitHub repo last changed –, and the latest version (1.3.1) reached the registry yesterday.

Which apps can use it?

Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.

What can I use instead?

In the same category: GitHub, Desktop Commander, Cloudflare MCP

Alternatives

Servers in the same category from other makers, sorted by stars.

Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi

GitHub

by github

GitHub’s official server lets AI read and manage code, issues and pull requests in your account. Use GitHub’s hosted version or run it locally with Docker.

Computer or cloud★ 34,245MITUpdated 4 days ago
Install

Desktop Commander

by wonderwhy-er

MCP server for terminal commands, file operations, and process management

Runs on your computer★ 10,225MITUpdated 17 days ago
Install

Cloudflare MCP

by cloudflare

Cloudflare MCP servers

Runs in the cloud★ 4,446Apache-2.0Updated 14 months ago
Install

README from the maker

Open the README

Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.

Disclaimer: This is not an officially supported Google product.

Three-Live

AI-First Native 3D, CAD & Spatial Computing: On-device JIT compiler turning live, AI-generated Three.js into native Android (Google Filament & Jetpack XR), iOS & visionOS (Apple RealityKit), and WebXR.

[⚡ Quickstarts (Android • iOS • CLI • Web)](#quickstarts) • [📦 Install (JitPack • SwiftPM • Cargo • npm)](#install-packages-and-bundles) • [▶ Live 3D Studio](https://google.github.io/three-live/three/) • [🥽 Live Spatial XR Studio](https://google.github.io/three-live/xr/) • [📚 Docs](#documentation-guide)

LLMs and developers excel at writing concise Three.js code—not hundreds of lines of platform-specific native 3D, shader, and AR boilerplate. Three-Live compiles standard Three.js (THREE.Mesh, THREE.CSG, userData.xr, KHR_interactivity) on-device in a sandboxed Rust VM and renders natively in Google Filament and Jetpack XR SceneCore on Android, Apple RealityKit and Quick Look on iOS and visionOS, headless 4-up PNG contact sheets (`three-live-cli`) for AI coding agents, and WebGL2 / WebXR on the Web.


Quickstarts

1. Run Three.js natively on Android (Google Filament & Jetpack XR SceneCore)

Compile standard Three.js code over zero-copy JNI and drive native Google Filament rendering, 60 Hz physics, and Jetpack XR SceneCore spatial entities:

import com.google.threelive.FilamentHelper

import com.google.threelive.XRLiveRuntimeSession import com.google.threelive.XRLiveSceneCoreHelper

val threeJsCode = """ const core = new THREE.Mesh( new THREE.IcosahedronGeometry(0.55, 3), new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.85, roughness: 0.15 }) ); core.userData.xr = { grab: '2-hand', orbit: { speed: -0.4 } }; scene.add(core); """.trimIndent()

// Compile Three.js to a zero-copy GLB ByteBuffer and load directly into Google Filament val holder = FilamentHelper.loadModelZeroCopy(threeJsCode) { buffer -> assetLoader.createAssetFromBinary(buffer) }

// Step live KHR_interactivity graphs, 60 Hz rigid-body physics, and spatial traits per frame val runtime = XRLiveRuntimeSession.fromGlb(holder.byteBuffer) runtime.step(dtSeconds = 1.0 / 60.0)

// Or attach interactive spatial traits (grab, scale, billboard, anchor) in Android XR SceneCore XRLiveSceneCoreHelper.attachTraitsFromGlb(xrSession, entity, holder.byteBuffer)

2. Run Three.js natively on iOS, macOS, and visionOS (Apple RealityKit)

Compile the exact same Three.js code into Apple RealityKit (ARView / RealityView) or .usdz:

import ThreeLiveCompiler

import RealityKit

@MainActor func loadSpatialScene(from threeJsCode: String, into arView: ARView) async throws -> XRLiveRealityKitSession? { let glb = try ThreeCompiler.compileToGLB(script: threeJsCode) let entity = try await RealityKitHelper.loadEntity(fromGLB: glb) XRLiveRealityKit.installTraits(on: entity, in: arView)

// Bind live KHR_interactivity, 60 Hz physics, and spatial traits to RealityKit SceneEvents.Update let session = XRLiveRealityKitSession(glbData: glb, root: entity) session?.installInputTargets() session?.start() return session }

3. Verify & compile Three.js headlessly for AI agents (three-live-cli & MCP server)

Render a 4-up orthographic/camera contact sheet (zero GPU required), run the spatial linter for JSON frustum/overlap telemetry, compile scene.js to .glb / .usdz, or attach three-live-cli mcp as a zero-dependency Model Context Protocol (MCP) stdio server (three_live_validate, three_live_render, three_live_convert, three_live_sim) in Claude Code, Cursor, Gemini CLI, or Windsurf:

$ npx three-live-cli render scene.js --view=quad --grid --annotations -o contact_sheet.png

$ npx three-live-cli validate scene.js --json $ npx three-live-cli convert scene.js -o model.usdz

Or register the built-in MCP server for closed-loop visual + spatial AI verification:

$ claude mcp add three-live -- npx -y -p three-live three-live-cli mcp

4. Run on the Web ( and )

On the web, (< 30 KB gz viewer, < 70 KB gz with the live Three.js compiler) and (< 82 KB gz) render the same Three.js scenes in WebGL2 and 6DoF WebXR with 1-tap mobile AR handoff:

// Standard Three.js scene (runs identically in Android, iOS, CLI, and Web)

const mesh = new THREE.Mesh( new THREE.TorusKnotGeometry(0.4, 0.14, 64, 16), new THREE.MeshStandardMaterial({ color: 0x38bdf8, metalness: 0.8, roughness: 0.15 }) ); mesh.userData.xr = { grab: '1-hand', billboard: 'capsule' }; scene.add(mesh);


Install packages and bundles

Package installation
  • 1. Android (JitPack, GitHub Packages Maven, prebuilt release AAR, or source):
  • JitPack (`https://jitpack.io`, no authentication required): Add maven("https://jitpack.io") to settings.gradle.kts, then add:

kotlin dependencies { implementation("com.github.google.three-live:compiler:v1.3.1") // Optional adapters: :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe }

  • GitHub Packages Maven (`https://maven.pkg.github.com/google/three-live`): Configure the repository in settings.gradle.kts and add implementation("com.google.threelive:compiler:1.3.1") (plus optional :filament, :firebase-ai, :detect-mlkit, :hands-androidxr, :hands-mediapipe).
  • Prebuilt AAR: Download three-live-compiler-release.aar (includes arm64-v8a, armeabi-v7a, and x86_64 JNI .so libraries) and optional adapter AARs (three-live-filament-release.aar, etc.) from [GitHub Releases](https://github.com/google/three-live/releases) into app/libs/ and add implementation(files("libs/three-live-compiler-release.aar")).
  • Maven Local (`com.google.threelive:compiler:1.3.1`): Run ./gradlew :mobile:android:publishReleasePublicationToMavenLocal and add implementation("com.google.threelive:compiler:1.3.1").
  • From source: Run make android (or bash scripts/build_android_aar.sh).
  • 2. iOS, macOS, and visionOS (Swift Package Manager):

swift .package(url: "https://github.com/google/three-live.git", from: "1.0.0")

Swift Package Manager automatically resolves the prebuilt, checksum-pinned ThreeLiveCompiler.xcframework.zip archive from GitHub Releases—no local Rust or Node.js toolchain is required.

  • 3. Rust CLI (`three-live-cli`) and library crate (`Crates.io`, prebuilt binaries, or source):
  • Crates.io (library & CLI):

`bash cargo add three-live-compiler

Or install the standalone CLI binary from Crates.io:

cargo install three-live-compiler --bin three-live-cli `

  • Prebuilt binaries: Download standalone binaries for macOS (arm64 and x86_64), Linux (x86_64 and aarch64), and Windows (x86_64.exe) from [GitHub Releases](https://github.com/google/three-live/releases).
  • From source: Run make rust (npm run build && cargo build --manifest-path compiler/Cargo.toml --release --bin three-live-cli).
  • 4. Web (npm, CDN, prebuilt release, or source):
  • npm:

bash npm install three-live xr-live

  • Hosted ES module (`jsDelivr` or GitHub Pages CDN): Load https://cdn.jsdelivr.net/npm/three-live/dist/three-live.min.js or https://google.github.io/three-live/dist/three-live.min.js.
  • Prebuilt bundle archive: Download three-live-web-dist.zip from [GitHub Releases](https://github.com/google/three-live/releases).
  • From source: Run git clone https://github.com/google/three-live.git && cd three-live && npm install && npm run build.

Why Three-Live and XR-Live

Native mobile and headset AR/XR from Three.js

In practice, browser WebXR (navigator.xr) only covers part of the device landscape:

  • Android System `WebView`, iOS Safari, and iOS `WKWebView` don't support WebXR. A WebXR-only app can't run inside an embedded WebView or WKWebView in a native Android or iOS app, and can't enter AR in Safari on iPhone or iPad.
  • Static OS handoffs (`Scene Viewer` and `AR Quick Look`) strip interactivity. Exporting a static .glb or .usdz file to the OS previewer works for viewing a model, but drops Three.js animate() loops, 60 Hz physics, custom state, and interactive plugins.
  • Browser WebXR doesn't use native spatial compositors. On Android, browser WebXR renders WebGL2 in the browser process rather than using Google Filament or Jetpack XR SceneCore's HomeSpace shared space. On visionOS, browser WebXR runs in an isolated fullscreen VR session without camera passthrough or SwiftUI Shared Space integration.

Three-Live solves this by compiling the same Three.js code on-device and running it natively on each platform's own engine:

Target environmentWhat happens with browser WebXR or static AR handoffWhat you can do with Three-Live and XR-Live
Android phones and tablets (native Compose or View app)android.webkit.WebView has no WebXR; Scene Viewer only shows static .glb filesCompile Three.js over JNI and render natively in Google Filament and ARCore (XRLiveRuntimeSession) inside your app UI.
Android XR and Apple Vision Pro headsetsBrowser WebXR is isolated in a fullscreen WebGL sessionAttach native Jetpack XR SceneCore (GltfEntity, MovableComponent, Anchor) or RealityKit entities that live in the system shared space alongside native panels.
iPhone and iPad (native SwiftUI app)WKWebView has no WebXR; AR Quick Look only shows static .usdz filesRun live Three.js scenes, animate() loops, KHR_interactivity, and spatial plugins natively in ARKit and RealityKit (ARView and RealityView).
Mobile and headset web browsersStandard WebXR works on Android Chrome and headsets; iOS Safari has no WebXRRun 6DoF WebXR where supported, with automatic Stereo SBS, gyroscope, and in-memory .usdz and .glb AR handoff on iOS Safari.
Compare and

The following table compares the two runtime tiers across Android, iOS, and Web:

| Capability | three-live (Core 3D, CAD & Ani

Only the beginning is shown; read the rest in the repo

Ask PopNx