Graspable vs Spline
Spline is for designing 3D scenes and embedding them in web pages; Graspable is for building XR experiences people step into. They overlap on "3D by describing it" and little else.
Spline is a designer-facing 3D tool in the browser and, since version 2, a desktop app, with an in-editor AI agent, text-to-3D generation and a local MCP server. Scenes run on Spline’s own runtime. Facts about Spline are from its own pages, listed at the end, last checked on 3 October 2026. If something is out of date, tell us.
Choose Graspable when
the scene has to run on a headset, with hands or controllers, and you want a code project you own.
Choose Spline when
you want a beautiful 3D scene or animation for a web page, designed visually with AI help, and WebXR is not needed.
Side by side
- What you build
- GraspableA desktop app for macOS (Windows and Linux are coming). You describe a 3D or XR scene; an AI agent builds it as a real React Three Fiber and WebXR project in a folder on your computer.
- SplineScenes rendered by Spline’s closed runtime, embedded in sites; code exports to three.js, React and React Three Fiber lose animations and events except for Vanilla JS and React.
- The AI
- GraspableYour own AI account: an API key from Anthropic, OpenAI, OpenRouter and others, a ChatGPT subscription, or Claude Code with a Claude subscription. Models come from the provider’s own list.
- SplineAn AI agent inside the editor and text- or image-to-3D generation (Hunyuan3D, Trellis, Meshy), with credits on paid plans; a local MCP server for Claude Code and Cursor.
- Where it runs
- GraspableOn your computer. Projects, previews, builds, keys and sign-ins stay there. A paid plan can move a project to a Cloud Agent and back.
- SplineBrowser or desktop app; scenes load from Spline’s CDN by default.
- Checking the result
- GraspableA run ends only when the project builds and loads in a real browser without errors; recorded headset sessions are replayed after every change.
- SplineVisual, in the editor; nothing verifies a build or loads a headset.
- Headsets and devices
- GraspableAny browser with WebXR. The app emulates a Meta Quest 3 or Meta VR Glasses in the preview; a project opens on a Quest or an Apple Vision Pro over Wi-Fi or USB.
- SplineNo WebXR export documented. visionOS through Spline Mirror and native exports in beta; no Quest or Android XR mention.
- Your code
- GraspableOrdinary code on your disk: React, three.js, React Three Fiber, @react-three/xr. Yours, in any editor, with a version per run.
- SplineA .spline scene; self-hosted export on the top plan.
- Price
- GraspableFree to build with on your computer, on every plan. Builder $20, Pro $40, Studio $99 per seat add Cloud Agents, Fast mode, premium templates, teams and Credits (graspable.dev/pricing).
- SplineFree with a watermark; Hobby $15 a month; Pro $30; Max $70; Enterprise custom (spline.design/pricing).
- Native headset apps
- GraspableWeb only today: no Unity, Unreal or native headset builds.
- SplinevisionOS exports in beta.
Where Spline is the better choice
- The friendliest 3D editor for designers, with generation of models from text and images.
- Polished embeds for web pages.
- visionOS viewing through Spline Mirror.
Where Graspable is
- WebXR on Quest, Vision Pro and any headset browser, with hands and controllers.
- A code project you own, built and checked by an agent with your own AI account.
- Emulated headsets and replayed sessions.
Our take
Spline is the better design tool; Graspable is the better XR tool. If people will put on a headset, Graspable is the one that gets the scene there and checks it.
Graspable is our product. The facts above are what we found; this paragraph is what we think.
Try Graspable
It is a desktop app, free with your own AI account. Describe a scene, watch it being built as a real project on your computer, and open it on your headset. See what people made and the requests behind each.
Sources
Last checked 3 October 2026. Product names belong to their owners; none of them endorses Graspable.