
OUR SERVICES
AR & VR Development for Web and Native Platforms
We create immersive spatial experiences that run on headsets, smartphones, and browsers.


OUR SERVICES
We create immersive spatial experiences that run on headsets, smartphones, and browsers.

Tell us what you are building - what exists today, what it has to do and when it has to be live. We come back with the questions we need answered and a scoped estimate instead of a range.
EXPERTISE
OUR APPROACH
Choose the cooperation format that best fits your business goals and development velocity.
Fast launch to test your idea and gather user feedback with minimal investment.
What's included
Timeline Typically 9-16 weeks
Complete cycle from initial strategy and design to final launch.
What's included
Timeline Typically 20-40 weeks
Scale your team with expert developers to accelerate development.
What's included
Timeline Flexible / Long-term
OUR PROCESS
We specialize in creating user-centered & innovative solutions. Delivering seamless digital experiences.
EXPERT INSIGHTS
WebXR removes the app store barrier - native delivers the performance headset experiences demand.
Full hardware access
Hand tracking, eye tracking, haptics, and depth sensors without browser sandboxing.
Optimized rendering
Foveated rendering and fixed-foveated techniques maintain 90+ FPS on Meta Quest.
Offline capability
Run complex 3D scenes and ML models locally without network dependency.
Platform distribution
App Store, Meta Horizon Store, and SteamVR channels for discovery.
Zero install friction
Share a URL - no app store approval, no download required.
Cross-device by default
Same experience runs on Quest, mobile AR, and desktop browsers.
Existing web team
JavaScript developers can build XR without learning Unity/C#.
Rapid iteration
Hot-reload development loop without 3D engine build times.
EXPERT GUIDANCE
XR SDK Support
Official Meta XR SDK, ARCore, ARKit, OpenXR - all first-class.
Performance Profile
Excellent for mobile XR and mid-range standalone headsets.
Asset Store
Massive Unity Asset Store with XR-specific packs.
Scripting
C# - familiar to most game developers, huge Stack Overflow presence.
Build Size
Smaller APKs - better for standalone Quest distribution.
Best For
Enterprise training, mobile AR, standalone VR apps.
XR SDK Support
OpenXR support via plugins - newer and less documented.
Performance Profile
Best-in-class visuals - targets high-end PC VR and PCVR streaming.
Asset Store
Fab (formerly Marketplace) - strong but smaller XR section.
Scripting
Blueprints (visual) + C++ - steeper curve for non-game developers.
Build Size
Larger binaries - better suited for high-end PC deployments.
Best For
Cinematic VR, architectural visualization, AAA experiences.
Feature
Unity
Unreal Engine
DELIVERABLES
XR Experience Design
A spatial UX document defining interaction paradigms, comfort guidelines, and user flow for the target platform.
3D Asset Pipeline
Optimised 3D models, textures, and animations prepared for real-time rendering within hardware polygon budgets.
AR/VR Application
The compiled and tested native or browser-based XR application targeting your chosen devices and platforms.
Interaction System
Custom hand-tracking, controller, or touch input handlers with haptic feedback and accessibility accommodations.
Performance Report
Frame-rate, memory, and thermal benchmarks across all target devices with documented optimisation decisions.
Deploy & Distribution
App store submission for Meta Quest, Apple Vision Pro, or web deployment with device-capability detection.
INDUSTRIES
We build powerful digital experiences across various sectors, ensuring your product meets unique market demands.
Data-driven commerce solutions that improve journeys, boost sales, and optimize operations.
Data-driven commerce solutions that improve journeys, increase sales, and optimize operations.
Reliable medical platforms that protect patient data, simplify workflows, and support clinical accuracy.
Product-driven platforms that enhance workflows, automate processes, and scale with your business.
CASE STUDIES
START YOUR PROJECT
Expert developers ready to deliver high-quality digital products.
INSIGHTS

Thirteen Ukrainian app development companies, each named with a link to its own site and described only from what that site claims. Alphabetical, no scores, no prices. Kultrix is one of the thirteen.
2026-08-26

What an app costs and how long it takes, in hours: a mobile base is 320-520 hours, all fifteen modules from 40-90 to 150-340 hours, and a plan built on 18 focused hours a week.
2026-08-24

How to choose a software development agency: what to ask, what to ask them to show, and how to compare two proposals by stripping the rates out and reading the hours.
2026-08-24
FAQ
We build for Meta Quest (2, 3, Pro), Apple Vision Pro, HoloLens 2, iOS (ARKit), Android (ARCore), and browser-based WebXR. Platform selection depends on your audience, content type, and distribution strategy - we advise on the right target during discovery.
WebXR is a browser API that enables AR and VR experiences without an app download - users open a URL and enter the experience. It is ideal for product visualisation, virtual showrooms, and marketing activations where frictionless access matters. Native apps (Unity/Unreal) are better for sustained immersive sessions requiring peak performance.
We adhere to platform-specific comfort guidelines from Meta, Apple, and the W3C Immersive Web group. This includes maintaining 72-120fps frame rates, avoiding artificial locomotion where possible, providing seated and standing modes, and implementing a field-of-view vignette during movement. Every experience undergoes comfort testing with real users before delivery.
Yes. We build markerless AR for iOS and Android using ARKit and ARCore respectively. Use cases include furniture placement, product try-on, and location-based AR. We also build web AR using 8th Wall or WebXR so users do not need to download an app.
Visual fidelity depends on the target hardware. On Meta Quest 3 we achieve photorealistic assets using PBR materials, baked lighting, and LOD systems. On WebXR we balance quality with download size and parse time. We use Blender and Substance Painter for asset creation and profile every scene against hardware-specific rendering budgets.
The highest-ROI enterprise VR applications are safety and compliance training (removes real-world risk), equipment operation simulations (reduces training costs by 40-60%), empathy and soft-skills training, and virtual product configuration for sales teams. We have built across all of these and can share anonymised case studies.
A focused WebAR product viewer takes 4-8 weeks. A multi-scene VR training simulation with branching scenarios and LMS integration takes 4-8 months. The largest variable is 3D asset creation - projects with existing 3D CAD files move significantly faster than those starting from scratch.
Our estimate model has no AR/VR button, so we price the software the way our calculator does, from the platform plus the modules it needs, and quote 3D asset production separately on top. Design and development is $35 per hour, QA and testing and project management are $20 per hour each. A WebAR product viewer is a web build with a media pipeline: 500-860 hours over 9-16 weeks, or $15,000-$26,000 at our rates. A native VR training app with a media pipeline, live sessions, an analytics panel and LMS integration is 880-1,630 hours over 10-18 weeks, or $27,000-$50,000. 3D asset creation is the largest variable, and existing CAD or 3D files move that part of the work sharply down, so we scope it once we see what you already have. Put your own module list together at kultrix.com/cost-calculator.
Yes. We integrate with LMS platforms (SCORM/xAPI for training completions), CRM systems (for AR-assisted sales workflows), ERP systems (for real-time inventory data in warehouse AR), and REST APIs for any custom backend data. Runtime data can populate XR interfaces dynamically without hardcoding content.
Yes. Our 3D artists work in Blender, Maya, and Substance Painter. We create characters, environments, and hard-surface models from reference imagery or technical drawings. We also rig and animate characters and build procedural animation systems for interactive objects.
We instrument every training scenario with xAPI (Tin Can) statements that log scenario start, branching decisions, completion, score, and time-on-task to your LRS or LMS. This gives you granular data to compare VR-trained vs. traditionally-trained cohorts on real performance metrics.
We design for seated and standing modes, configurable interaction distances for users with limited mobility, high-contrast visual modes, and text alternatives for spatial audio cues. We follow the XR Access Initiative guidelines and test with assistive technology users when feasible.