XR is not only for games: it is also used for training, education, real-estate walkthroughs, retail try-on and product demos.
How we build
Unity with AR Foundation and the XR Interaction Toolkit on top of OpenXR, so one project can target Meta Quest headsets and Android and iOS phones. For no-install experiences we use WebXR in the browser. Unreal Engine is used where high visual fidelity is required.
What we handle
Hand tracking and controller interaction, plane and image detection, comfortable locomotion and UI for VR, performance tuning for standalone headsets, and store release.