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Immersive App Development

AR and VR Development Services for Real Business Use Cases

Netofficials builds augmented reality, virtual reality and mixed reality applications using ARKit, ARCore, Unity and WebXR — for training, retail, real estate and industrial teams across mobile, headset and browser platforms.

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

Service Overview

AR and VR Development Services for Mobile, Headset and Browser

Netofficials builds augmented reality, virtual reality and mixed reality applications across mobile devices, standalone headsets and enterprise MR hardware — covering the full spectrum from smartphone AR overlays to fully immersive VR environments and browser-based XR experiences that require no app install.

The service spans ARKit and ARCore for native iOS and Android AR, Unity and Unreal Engine for real-time 3D environments and headset applications, and WebXR for experiences delivered through a standard browser. Hardware targets include Meta Quest 2, Meta Quest 3, Microsoft HoloLens and Apple Vision Pro, as well as the iOS and Android devices your users already carry. This breadth matters because the right platform depends on your audience, your content and whether users are on a factory floor, in a showroom or working remotely.

Netofficials also handles the 3D asset pipeline — modelling, optimisation and integration — so projects are not blocked by missing content. For organisations that want to validate an idea before committing to a full build, proof of concept development is available as a structured first step. Where the XR experience connects to back-end systems or existing software, the team draws on custom software built around your workflows to ensure the integration holds.

Flat diagram showing AR, VR and MR on a spectrum with phone, headset and smart glasses icons
  • Native AR application delivered for iOS and Android devices
  • VR environment built and deployed to target headset hardware
  • WebXR experience accessible through a browser without app install
  • 3D assets modelled, optimised and integrated into the final build

What We Deliver

AR and VR Development Services from Netofficials

ARKit and ARCore Mobile AR Apps

Netofficials builds native augmented reality applications for iOS using ARKit and for Android using ARCore. These apps overlay 3D models, product information or guided instructions onto a live camera feed. No headset is required. Buyers in retail, real estate and field service use this delivery type when their end users carry smartphones rather than specialist hardware.

WebXR Browser-Based AR and VR

WebXR experiences run inside a standard browser on phones, tablets and headsets without requiring an app install. Netofficials uses WebXR APIs alongside A-Frame and Three.js to build product visualisers, virtual showrooms and lightweight training modules. This approach suits organisations that need wide reach and cannot mandate a specific device or operating system.

Unity and Unreal Engine VR Applications

For fully immersive environments, Netofficials develops VR applications in Unity and Unreal Engine targeting Meta Quest 2, Meta Quest 3 and PC-tethered headsets. Typical deliverables include immersive training simulations, virtual factory walkthroughs and safety procedure rehearsals. Platform choice depends on rendering complexity, target hardware and whether the experience needs to run standalone or connected to a workstation.

Microsoft HoloLens Mixed Reality Development

Mixed reality applications built for Microsoft HoloLens anchor digital objects to physical spaces so they persist as users move around a room or facility. Netofficials uses the Mixed Reality Toolkit and Azure Spatial Anchors to deliver enterprise use cases such as assembly guidance, equipment inspection overlays and remote expert assistance for manufacturing and industrial clients.

Apple Vision Pro Spatial Computing

Netofficials develops spatial applications for Apple Vision Pro using visionOS and RealityKit. These applications blend virtual content with a user's physical environment at high fidelity. Early adopter use cases include executive briefing environments, architectural review and high-value product configuration. Project scope depends on the complexity of 3D assets and the depth of integration with existing business systems.

3D Asset Creation and Pipeline Integration

A working AR or VR experience depends on optimised 3D assets. Netofficials models, rigs and optimises geometry for real-time rendering, converting CAD files, product photography or reference drawings into assets ready for ARKit, Unity or WebXR. Where clients supply existing assets, the team audits polygon counts, texture sizes and LOD configurations to meet target device performance budgets.

Our Process

How an AR or VR project runs from first brief to final delivery

Use Case Workshop

Netofficials works with your product owner or operations lead to define the specific problem the experience must solve, the target user, and the success criteria. You receive a scoped brief that confirms whether AR, VR or mixed reality is the right fit before any development resource is committed.

3D Asset Specification

The team audits any existing 3D models, CAD files or product imagery you hold and identifies gaps. Assets that need to be created or converted are scoped here, with format, polygon budget and texture requirements agreed upfront so the production pipeline does not stall during development.

Platform and Hardware Selection

Netofficials confirms the target devices — smartphone via ARKit or ARCore, browser via WebXR, or headset such as Meta Quest or Microsoft HoloLens — and the rendering engine, Unity or Unreal Engine, before a line of code is written. Early decisions here prevent costly rework later in the build.

Development and Device Testing

Engineers build the experience in agreed sprints, with your stakeholders reviewing each milestone. Testing covers frame rate, tracking accuracy and interaction fidelity across every confirmed device. You receive a delivery-ready build along with documentation covering deployment steps and any runtime dependencies.

Technology Stack

Platforms and Tools We Build With

AR SDKs & Frameworks

ARKit
ARCore
Vuforia
Wikitude
8th Wall
WebXR

3D Engines & Rendering

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

Target Hardware

iPhone and iPad (ARKit)
Android phones and tablets (ARCore)
Meta Quest 2
Meta Quest 3
Microsoft HoloLens
Apple Vision Pro

3D Asset & Integration Pipeline

Blender
Maya
glTF
USD
Photogrammetry tooling
REST APIs
WebSockets

Who This Service Is For

Built for the teams solving real problems with AR and VR

L&D Managers and Operations Directors in Manufacturing or Logistics

Classroom training is expensive to scale, inconsistent across sites, and impossible to run safely for high-risk procedures. They need a repeatable, measurable alternative that works without pulling staff off the floor.

Netofficials builds immersive training simulations on Unity or Unreal Engine, deployable on Meta Quest headsets or standard browsers via WebXR, so teams can train at scale without the cost or risk of live environments.

Retail Product Leads and E-Commerce Directors

High return rates and low purchase confidence stem from customers being unable to visualise products in their own space or on their own body before buying. Existing tools are either too basic or require a dedicated app install.

Netofficials develops virtual try-on and AR product placement features using ARKit and ARCore, running inside a mobile browser or native app so shoppers engage without friction and buyers get a measurable reduction in purchase uncertainty.

Real Estate Developers and Property Marketing Teams

Selling off-plan properties or large commercial spaces is difficult when buyers cannot walk a site that does not yet exist. Physical show homes are costly to build and impossible to replicate across multiple markets.

Netofficials produces VR walkthroughs and mixed reality overlays for Microsoft HoloLens or Apple Vision Pro, giving prospective buyers an accurate spatial experience of unbuilt or remote properties without requiring a site visit.

FAQ

Questions about AR VR development services

Should we build AR or VR, and how do we decide which is right for our use case?

The deciding factor is whether your users need to remain aware of their physical environment during the experience. Augmented reality overlays digital content onto the real world, making it suited to retail try-on, on-site inspection and warehouse picking. Virtual reality replaces the environment entirely, making it suited to immersive training simulations, virtual property walkthroughs and safety drills where isolating the user from distractions is an advantage. Netofficials reviews your use case, user context and device constraints before recommending a direction.

Do our users need to buy a headset, or can AR work on a smartphone or browser?

A headset is not always required. Mobile AR runs on iOS via ARKit and on Android via ARCore, so any modern smartphone or tablet can display AR without additional hardware. WebXR delivers AR and VR experiences directly in a compatible browser, removing the need for an app install entirely. VR and mixed reality applications targeting devices such as Meta Quest 2, Meta Quest 3 or Microsoft HoloLens do require the corresponding headset. The right delivery method depends on your audience's existing devices and the fidelity the experience demands.

How do you handle 3D assets — do we need to supply them or can you create them?

Netofficials runs a dedicated Asset Specification stage at the start of every project to agree on formats, polygon budgets and texture requirements before any development begins. Clients can supply existing CAD files, product models or brand assets, which the team optimises for real-time rendering. Where assets do not exist, Netofficials can model and texture them as part of the project scope. The volume and complexity of assets are the primary factors that affect both timeline and cost, so this stage is completed before estimates are finalised.

Can AR experiences run in a browser without requiring an app install?

Yes. Netofficials builds WebXR experiences that run in a browser on supported devices, with no app store submission or install required from the user. Browser support varies: Chrome on Android and Safari on iOS each have their own WebXR implementation, and feature parity is not identical across them. During scoping, Netofficials maps the target browsers and devices against the interactions your experience requires and flags any capability gaps early so they can be addressed in the design rather than discovered during testing.

What does an AR or VR project cost?

Cost depends on four main factors: the number of scenes or interactive moments in the experience, the platforms and devices being targeted, the volume and complexity of 3D assets 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 an initial discovery call. You can also start with a proof of concept to validate the core interaction before committing to full build.

Which platforms and devices will the experience support?

Platform scope is agreed during discovery and depends on where your users are. Netofficials builds for iOS using ARKit, Android using ARCore, browser using WebXR, and headset platforms including Meta Quest 2, Meta Quest 3, Microsoft HoloLens and Apple Vision Pro. Unity and Unreal Engine are used for headset and high-fidelity experiences; WebXR targets are built with frameworks suited to browser delivery. Supporting more platforms increases testing scope and, where rendering requirements differ significantly between devices, may require platform-specific asset variants.

Start Your AR or VR Project Today

Send Netofficials a brief description of your use case and target platforms. We will reply with clarifying questions, an outline of scope, and the team best suited to your project.