Firefox Reality

The goal of the Firefox Reality project is to create a full-featured browser exclusively for standalone AR and VR headsets.

You can find us in on the Matrix (Instructions for joining), Twitter @MozillaReality, and at [email protected].

Download developer APKs

Download developer APKs for Firefox Reality generated from latest master.

Locale support

Firefox Reality supports Chinese (China), Chinese (Taiwan), English, French, German, Italian, Japanese, Russian, and Spanish for user interface, voice search, and text entry. Localization is provided by Mozilla's amazing community of volunteer localizers.

For more info on localization, how it works in the Firefox Reality project, and how to correctly edit localizable text in the application, please see the localization wiki page.

Setup instructions

Clone FirefoxReality.

git clone [email protected]:MozillaReality/FirefoxReality.git
cd FirefoxReality

Clone the third-party repo.

If you're developing for the Oculus, Snapdragon VR, or VIVE, you need to clone the repo with third-party SDK files.

git clone [email protected]:MozillaReality/FirefoxReality-android-third-party.git third_party

This repo is only available to Mozilla employees. If you have access to the relevant SDK but not this repo, you can manually place them here:

The repo in third_party can be updated like so:

pushd third_party && git fetch && git checkout master && git rebase origin/master && popd

Fetch Git submodules.

You may need to set up two-factor authentication for the command line.

git submodule update --init --recursive

You can build for different devices:

For testing on a non-VR device:

Building for Oculus Mobile, and WaveVR requires access to their respective SDKs which are not included in this repo.

The command line version of gradlew requires JDK 8 from Oracle. If you see an error that Gradle doesn't understand your Java version, check which version of you're using by running java -showversion or java -version. You're probably using JDK 9 or 10, which won't work.

Open the project with Android Studio then build and run it. Depending on what you already have installed in Android Studio, the build may fail and then may prompt you to install dependencies. Just keep doing as it suggests. To select the device to build for, go to Tool Windows > Build Variants and select a build variant corresponding to your device.

If you want to build FirefoxReality for WaveVR SDK:

Download the VIVE Wave SDK from the VIVE Developer Resources, and unzip it. Then, from the top-level project directory, run:

mkdir -p third_party/wavesdk
cp /path/to/the/sdk/2.0.32/SDK/libs/wvr_client.aar third_party/wavesdk
cp ./extra/wavesdk/build.gradle ./third_party/wavesdk

Make certain to set the build flavor to wavevrDebug in Android Studio before building the project.

Local Development

Dependency substitutions

You might be interested in building this project against local versions of some of the dependencies. This could be done either by using a local maven repository (quite cumbersome), or via Gradle's dependency substitutions (not at all cumbersome!).

Currently, the substitution flow is streamlined for some of the core dependencies via configuration flags in You can build against a local checkout of the following dependencies by specifying their local paths:

Do not forget to run a Gradle sync in Android Studio after changing If you specified any substitutions, they will be reflected in the modules list, and you'll be able to modify them from a single Android Studio window.

Install dev and production builds on device simultaneously

You can enable a dev applicationID sufix to install both dev and production builds simultaneously. You just need to add this property to your file:


Locally generate Android release builds

Local release builds can be useful to measure performance or debug issues only happening in release builds. Insead of dealing with release keys you can make the testing easier just adding this property to your file:


Note: the release APKs generated with a debug keystore can't be used for production.

Compress assets

ETC2 compression is used to improve performance and memory usage. Raw assets are placed in the uncompressed_assets folder. You can generate the compressed textures using the compressor utility in tools/compressor. You need to set up etc2comp and make it available on your PATH before running the script. Run this command to generate the compressed assets:

cd tools/compressor
npm install
npm run compress

Enable OpenXR builds

You can enable OpenXR API for Oculus by adding this property to your file:


Development troubleshooting

Device supports , but APK only supports armeabi-v7a[...]

Enable USB Remote Debugging on the device.

Firefox > Web Developer > WebIDE > Performance gets stuck with greyed out "stop and show profile"

Restart FxR and close and re-open the WebIDE page.

Tool Windows > Build Variants list is empty

  1. If you're not on the latest version, update Android Studio from Android Studio > Check for Updates….
  2. Run File > Sync Project with Gradle Files.

Debugging tips

Experimental Servo support

To compile with Servo support, create a file called in the top-level project directory and add enableServo=1. Then to enable Servo in Firefox Reality, go the Developer Options panel in the Settings, and toggle the Servo option. Then a new button will be added to the navigation bar. Clicking that button will reload the current page with Servo.