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AR & VR Development

AR and VR Development Services Built Around Business Outcomes

Netofficials, an India-based software development company, designs and builds augmented reality, virtual reality and mixed reality applications for training, retail, real estate and industrial clients using ARKit, ARCore, Unity, Unreal Engine and WebXR across mobile, headset and browser platforms.

Flat illustration of a smartphone and VR headset displaying 3D objects as AR and VR experiences
Quick answer

AR and VR development services cover the design, build and deployment of augmented reality, virtual reality and mixed reality applications for business use cases. Netofficials, an India-based software development company, builds these applications for training, retail, real estate and industrial clients using ARKit, ARCore, Unity, Unreal Engine and WebXR across mobile devices, standalone headsets and enterprise mixed-reality hardware.

Augmented Reality (AR) overlays digital content on a live camera view using ARKitApple's augmented reality framework for iOS, or ARCoreGoogle's augmented reality platform for Android. Virtual Reality (VR) places the user inside a fully rendered environment requiring a headset such as Meta Quest 2 or Meta Quest 3standalone VR headsets used in enterprise training. Mixed Reality (MR) allows digital objects to interact with real-world surfaces, as demonstrated by Microsoft HoloLensan enterprise mixed-reality headset. WebXRa browser-based API standard, delivers AR and VR experiences without requiring an app installation.

The right technology depends on where users engage, what hardware they already own, and how complex the interaction model needs to be. AR suits high-volume consumer or field-worker deployments. VR suits controlled training environments where full immersion matters. MR on HoloLens suits hands-free industrial workflows. If hardware procurement is a barrier, proof of concept development can validate the approach before any headset purchase is committed.

Netofficials manages the complete 3D asset pipelinethe workflow for creating, optimising and integrating 3D models, so a project is not blocked by missing content. Deliverables include the compiled application, source code and optimised assets in formats such as glTFan open standard file format for efficient transmission of 3D models. Where the XR application must connect to existing business systems, the team integrates it with custom software built around your existing workflows. Learn more about how Netofficials structures discovery and delivery across time zones.

  • AR application built and deployed to iOS and Android devices
  • VR training environment delivered to target headset hardware
  • WebXR experience accessible in a browser without app installation
  • 3D assets modelled, optimised in glTF and integrated into the build

What We Deliver

AR and VR Deliverables Built for Business Outcomes

Mobile AR on ARKit and ARCore

Netofficials builds native AR applications using ARKit, Apple's augmented reality framework for iOS, and ARCore, Google's augmented reality platform for Android. Each app overlays 3D models, product data or step-by-step instructions onto a live camera feed. No headset is required. This delivery type suits retail, real estate and field-service buyers whose end users carry smartphones.

WebXR Browser-Based Experiences

WebXR, a browser-based API standard for delivering AR and VR without an app install, lets Netofficials build product visualisers, virtual showrooms and lightweight training modules that run on phones, tablets and headsets alike. This approach suits organisations that need broad device reach and cannot mandate a specific operating system or app store.

Unity and Unreal Engine VR Applications

Netofficials develops standalone and PC-tethered VR applications in Unity, a cross-platform real-time 3D engine, and Unreal Engine, Epic Games' high-fidelity real-time rendering engine, targeting Meta Quest 2 and Meta Quest 3. Typical deliverables include immersive training simulations, virtual factory walkthroughs and safety procedure rehearsals. Engine choice depends on rendering complexity and target hardware.

Microsoft HoloLens Mixed Reality Apps

Mixed Reality (MR) applications anchor digital objects to physical surfaces so they persist as users move through a facility. Netofficials builds enterprise MR applications for Microsoft HoloLens, an enterprise mixed-reality headset, using the Mixed Reality Toolkit and Azure Spatial Anchors. Delivered use cases include assembly guidance overlays, equipment inspection and remote expert assistance for manufacturing clients.

Apple Vision Pro Spatial Computing

Netofficials develops spatial computing applications for Apple Vision Pro, Apple's spatial computing headset, using visionOS and RealityKit. These applications blend virtual content with a user's physical environment at high fidelity. Scope depends on 3D asset complexity and the depth of integration with existing business systems such as product catalogues or ERP data.

3D Asset Pipeline and Optimisation

A performant AR or VR experience depends on a well-managed 3D asset pipeline, the workflow for creating, optimising and delivering geometry for real-time rendering. Netofficials converts CAD files, product photography and reference drawings into glTF, an open standard file format for efficient 3D model transmission, and audits polygon counts, texture sizes and LOD configurations against target device budgets.

How We Work

How an AR or VR project runs from brief to delivery

  1. 1

    Use Case Workshop

    A Netofficials solutions lead and your product owner or operations manager define the specific business problem, the target user group, and the measurable success criteria. You receive a written scoped brief confirming whether AR, VR or mixed reality fits the requirement before any development resource is allocated.

  2. 2

    3D Asset Audit and Specification

    The team reviews any existing 3D models, CAD files or product imagery you hold. Gaps are identified and documented. Polygon budgets, texture resolution limits and target file formats, including glTF, the open standard for efficient 3D model transmission, are agreed before the production pipeline opens, preventing mid-build delays.

  3. 3

    Platform and Hardware Selection

    Netofficials confirms target devices, iOS via ARKit, Android via ARCore, browser via WebXR, or headsets such as Meta Quest or Microsoft HoloLens, and selects the rendering engine, Unity or Unreal Engine, based on fidelity and performance requirements. These decisions are documented and signed off before development begins.

  4. 4

    Iterative Development and Reviews

    Engineers build the experience in fixed sprints. Your stakeholders review each milestone build, covering interaction logic, tracking accuracy and frame rate against the success criteria agreed in Step 1. Feedback is captured in a shared tracker so scope changes are visible and prioritised before the next sprint opens.

  5. 5

    Physical Device Testing

    Netofficials tests every build on physical target hardware across the confirmed OS versions, not solely on emulators. Testing covers tracking stability, rendering performance and edge-case interactions specific to each device class. A test report listing pass, fail and deferred items is shared with your team before sign-off.

Technology Stack

Platforms and Tools Netofficials Builds With

AR SDKs and Frameworks

  • ARKit
  • ARCore
  • Vuforia Engine
  • 8th Wall
  • WebXR
  • AR.js

3D Engines and Real-Time Rendering

  • Unity
  • Unreal Engine
  • Babylon.js
  • Three.js
  • A-Frame

Target Hardware and Operating Environments

  • iOS (iPhone and iPad via ARKit)
  • Android phones and tablets (via ARCore)
  • Meta Quest 2
  • Meta Quest 3
  • Microsoft HoloLens
  • Apple Vision Pro
  • WebXR-capable browsers

3D Asset Pipeline and Integration

  • Blender
  • Autodesk Maya
  • glTF
  • OpenUSD
  • Photogrammetry tooling
  • REST APIs
  • WebSockets

Who This Service Is For

Buyer situations this service is built to address

Training and Operations Leaders Replacing High-Risk Physical Drills

Situation
Running live drills on industrial equipment or hazardous sites is expensive, inconsistent across locations, and carries real injury risk. Scaling that training to hundreds of staff compounds every problem.
What changes
Netofficials builds immersive training simulations using Unity or Unreal Engine, deployable on Meta Quest 2 and Meta Quest 3 headsets or via WebXR in a browser, so staff complete repeatable, measurable procedures without physical exposure to risk.

Retail and E-Commerce Teams Reducing Returns Through Pre-Purchase Visualisation

Situation
Customers return products because they could not accurately judge size, fit or appearance before buying. Existing visualisation tools are either too limited to influence decisions or require a dedicated app that most shoppers will not install.
What changes
Netofficials develops AR product placement and virtual try-on features using ARKit for iOS and ARCore for Android, running inside a native app or a WebXR-enabled mobile browser so shoppers can visualise products in their own space before committing to a purchase.

Property Developers and Architects Presenting Unbuilt or Remote Spaces

Situation
Selling off-plan developments or large commercial spaces is difficult when the physical site does not yet exist or is inaccessible to buyers in other cities or countries. Physical show suites cover only one market and one configuration.
What changes
Netofficials produces VR walkthroughs and mixed reality overlays for Microsoft HoloLens and Apple Vision Pro that give prospective buyers an accurate spatial experience of unbuilt spaces, removing the need for a physical show home in every target market.

Industry Applications

AR VR Development Services Applied Across Key Industries

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01

AR VR Development for Training and Simulation

Workers practice high-risk procedures, confined space entry, heavy equipment operation, chemical handling, inside a VR simulation built in Unity before touching live machinery, removing physical exposure from the learning stage.

02

Retail AR VR Development for Virtual Try-On

Shoppers use ARKit or ARCore on their own device to place furniture in a real room or preview eyewear on their face, giving buyers accurate spatial and fit information before committing to a purchase.

03

Real Estate AR VR Development and Visualisation

Buyers walk through photorealistic 3D models of unbuilt properties on a Meta Quest headset or a WebXR browser session, replacing printed floor plans and speculative site visits with an accurate spatial experience.

04

Industrial AR VR Development for Maintenance

Technicians view step-by-step repair instructions overlaid directly on physical equipment through a Microsoft HoloLens or mobile camera, with live sensor data from connected IoT systems surfaced in the same AR layer.

Cost and Timeline

What affects the cost and timeline of AR VR development services

Cost depends on the factors below: the volume and complexity of 3D assets, the number of target platforms, and the level of real-time interaction required. Netofficials provides a scoped estimate after a short discovery brief, so you know what you are committing to before work begins.

Get a scoped estimate
  1. 01

    3D Asset Volume and Complexity

    More assets, higher polygon counts and physically based materials all increase modelling and optimisation time. Providing existing CAD files or reference models reduces the asset creation phase significantly.

  2. 02

    Target Platforms and Devices

    Building for ARKit on iOS, ARCore on Android, Meta Quest headsets and Microsoft HoloLens each requires separate builds and testing cycles. Scoping to one or two platforms first lowers initial cost.

  3. 03

    Real-Time Interaction and Physics

    Multiplayer sessions, real-time physics simulation and complex animation rigs in Unity or Unreal Engine require more engineering hours than static or guided experiences. Reducing interaction fidelity in early releases controls scope.

  4. 04

    Backend and Data Integration

    Connecting an AR or VR application to live inventory data, IoT sensor feeds or an LMS adds API design and security work. Using existing documented APIs shortens integration time.

  5. 05

    Compliance and Enterprise Security

    Deployments in healthcare, defence or regulated manufacturing must meet data-residency and access-control requirements. Identifying compliance obligations during discovery prevents costly rework after build.

FAQ

Questions about AR VR development services

Still deciding? Send a short brief and we reply with questions and a scope.

Ask us directly →
Should we build AR or VR for our use case, and how do we decide?

The decision turns on whether your users need to stay aware of their physical environment. Augmented reality (AR), which overlays digital content onto the real world, suits retail product placement, on-site inspection and warehouse guidance. Virtual reality (VR), which replaces the environment entirely, suits immersive training simulations, safety drills and virtual property walkthroughs where removing distractions is an advantage. Netofficials maps your use case, user context and target devices before recommending a direction.

Do our users need a headset, or can the experience run on a smartphone or browser?

A headset is not always required. Mobile AR runs on iOS via ARKit, Apple's augmented reality framework, and on Android via ARCore, Google's augmented reality platform, so a modern smartphone is sufficient. WebXR, a browser-based API standard, delivers AR and VR directly in a compatible browser with no app install. Applications targeting Meta Quest 2 or Meta Quest 3 standalone headsets, or Microsoft HoloLens, the enterprise mixed-reality headset, do require the corresponding hardware. The right delivery method depends on your audience's existing devices and the fidelity the experience demands.

How do you handle 3D assets if we have no existing models?

Netofficials runs an Asset Specification stage before development begins to agree on formats, polygon budgets and texture requirements. Existing CAD files, product models or brand assets can be supplied and optimised for real-time rendering using the glTF open standard file format, which is designed for efficient transmission of 3D models. Where no assets exist, Netofficials models and textures them as part of the project scope. Asset volume and geometric complexity are the primary drivers of both timeline and cost, so this stage is completed before estimates are confirmed.

Can an AR experience run in a browser without requiring an app download?

Yes. Netofficials builds WebXR experiences that run in a browser on supported devices, bypassing app store submission entirely. Browser support is not uniform: Chrome on Android and Safari on iOS each implement WebXR independently, and feature parity differs between them. During scoping, Netofficials maps your target browsers and devices against the interactions the experience requires, and flags capability gaps before design is finalised rather than during testing. For richer interactions, a native app via mobile app development may be the more reliable path.

What factors determine the cost and timeline of an AR or VR project?

Cost and timeline are shaped by: the number of scenes or interactive moments, the platforms and devices being targeted, the volume and complexity of 3D assets, the depth of backend integration required, and the scope of device testing across hardware variants. A single-platform mobile AR feature with supplied assets sits at a different scale from a multi-scene VR training simulation built for Meta Quest and desktop simultaneously. Netofficials provides a scoped estimate after a discovery call. A proof of concept can validate the core interaction before full build commitment.

Who owns the source code and 3D assets after the project is delivered?

Full intellectual property, source code, 3D assets, shaders and project files, transfers to the client on project completion. This is agreed in the contract before work begins. Netofficials does not retain licensing rights over deliverables, and clients are not locked into ongoing fees to use what was built. If the project involves third-party libraries or engines such as Unity or Unreal Engine, Epic Games' high-fidelity real-time rendering engineNetofficials documents those licences separately so clients understand any independent obligations.

How do you test AR and VR applications across different devices and OS versions?

Netofficials maintains a device matrix covering the primary iOS and Android versions, WebXR-compatible browsers, and headset firmware versions for Meta Quest and HoloLens targets. Testing covers rendering accuracy, frame rate under load, sensor tracking stability and interaction fidelity on each device tier. For AR, camera calibration and lighting response are tested across device models because hardware sensors vary. The test scope is agreed during scoping so device coverage is explicit, not assumed. Clients can expand the matrix to cover additional regional device variants.

How do you manage communication and project updates across different time zones?

Netofficials, an India-based software development company, structures delivery around an overlap window agreed with each client at the start of engagement. Sprint reviews, milestone sign-offs and issue escalations are scheduled within that window. Between sessions, progress is tracked in a shared project management tool with written updates so nothing depends on a live call. Clients in the US, UK and Australia each have different overlap profiles; how Netofficials structures discovery and delivery explains the cadence in detail. Time zone difference does not reduce access to the project team.

Commission Your AR or VR Application

Share your use case, target devices and industry vertical. Netofficials will respond with scoping questions, a proposed delivery approach and the relevant technical team for your project.