Built for Standalone Headsets, Not Just Demos

Different input models, different performance budgets, different failure modes. We build hand-tracked VR, marker-based and markerless AR, and enterprise-grade digital twins and simulations that hold up in the field, not just in a controlled demo.

Unity currently ships to Meta Quest, Pico, HoloLens, Magic Leap, WebXR, Apple Vision Pro/visionOS, and, as of late 2025, Android XR from a single codebase. We stay current with the platform shifts as they happen, not a year after.

What We Build
  • Hand tracking and spatial UI for Meta Quest and Vision Pro
  • Surface and object tracking via ARKit and ARCore
  • Enterprise digital twins and training simulations
  • Performance budgets engineered for standalone headsets
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Our Toolset

The XR Stack We Build On

XR & Spatial
AR FoundationOpenXRVirtual RealityAugmented RealityMixed Reality
Headsets & Devices
Meta QuestApple Vision ProAndroid XR
Mobile AR
ARKitARCore
Engine
Unity EngineURPHDRP
From Our Blog

XR Technical Deep-Dives

Common Questions

XR Development: FAQ

Meta Quest and Apple Vision Pro for VR/MR, with ARKit and ARCore for mobile AR, plus Android XR as of late 2025. We build on OpenXR wherever possible to keep projects portable across headsets. Enterprise simulation and digital twin work is scoped to your specific hardware.
XR, multiplayer, and enterprise engagements are scoped individually: hardware target, tracking requirements, and content volume all move the estimate. Enterprise XR and simulation projects typically start around $50K with a dedicated team. Every quote follows a free scoping conversation.
Regularly. We translate your idea into a clear technical brief, scope, and timeline before any code is written: no prior Unity or XR experience required on your end.

Have an XR or spatial computing project in mind?

Tell us what you're building and we'll come back with a scoped plan, not a sales pitch.