# Best practice for using WebXR API emulator with three.js?

**URL:** <https://discourse.threejs.org/t/best-practice-for-using-webxr-api-emulator-with-three-js/55633>\
**Category:** Questions\
**Tags:** webxr\
**Created:** [September 3, 2023, 12:32pm UTC](https://discourse.threejs.org/t/best-practice-for-using-webxr-api-emulator-with-three-js/55633 "2023-09-03T12:32:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Erhie](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/erhie/32/39201_2.png) [@Erhie](https://discourse.threejs.org/u/Erhie)\
**Post date:** [September 3, 2023, 12:32pm UTC](https://discourse.threejs.org/t/best-practice-for-using-webxr-api-emulator-with-three-js/55633/1 "2023-09-03T12:32:49Z")

</div>

After reading [VR Locomotion: Going places in VR | Samsung Internet Developers](https://medium.com/samsung-internet-dev/vr-locomotion-740dafa85914) , I have hope that I can also use the WebXR API Emulator for publishing in “three.js Editor” in order to be able to view objects from all sides.  
Do you have any advice for me?
