OUR SERVICES

AR & VR Development for Web and Native Platforms

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

Next step: get your project scoped

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.

Describe your project

EXPERTISE

Our Tech Stack

Unity
WebXR
Three.js
ARKit
ARCore
Blender

OUR APPROACH

Flexible Engagement Models

Choose the cooperation format that best fits your business goals and development velocity.

Startups

MVP Development

Fast launch to test your idea and gather user feedback with minimal investment.

What's included

  • Core feature development
  • Basic UI/UX design
  • Stable performance

Timeline Typically 9-16 weeks

Businesses

Full App Build

Complete cycle from initial strategy and design to final launch.

What's included

  • Custom architecture & design
  • Seamless team integration
  • Production-ready release

Timeline Typically 20-40 weeks

Enterprises

Team Extension

Scale your team with expert developers to accelerate development.

What's included

  • Senior-level developers
  • Seamless team integration
  • Flexible management

Timeline Flexible / Long-term

OUR PROCESS

How We Work

We specialize in creating user-centered & innovative solutions. Delivering seamless digital experiences.

Discovery
ResearchFlow MapUser Interview
Solution
ArchitectureWireframesPrototyping
Development
Sprint CyclesCode ReviewQA Testing
Launch
DeploymentMonitoringHandoff

EXPERT INSIGHTS

WebXR vs Native AR/VR

WebXR removes the app store barrier - native delivers the performance headset experiences demand.

Go With Native AR/VR (Unity / RealityKit / OpenXR)

  • 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.

Go With WebXR (Three.js / Babylon.js)

  • 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

Unity vs Unreal Engine for XR

Unity

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.

Unreal Engine

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.

DELIVERABLES

What You Get

XR Experience Design

XR Experience Design

A spatial UX document defining interaction paradigms, comfort guidelines, and user flow for the target platform.

3D Asset Pipeline

3D Asset Pipeline

Optimised 3D models, textures, and animations prepared for real-time rendering within hardware polygon budgets.

AR/VR Application

AR/VR Application

The compiled and tested native or browser-based XR application targeting your chosen devices and platforms.

Interaction System

Interaction System

Custom hand-tracking, controller, or touch input handlers with haptic feedback and accessibility accommodations.

Performance Report

Performance Report

Frame-rate, memory, and thermal benchmarks across all target devices with documented optimisation decisions.

Deploy & Distribution

Deploy & Distribution

App store submission for Meta Quest, Apple Vision Pro, or web deployment with device-capability detection.

INDUSTRIES

Tailored Solutions for Your Specific Industry

We build powerful digital experiences across various sectors, ensuring your product meets unique market demands.

(01)

Fintech

Data-driven commerce solutions that improve journeys, boost sales, and optimize operations.

(02)

Retail

Data-driven commerce solutions that improve journeys, increase sales, and optimize operations.

(03)

Healthcare

Reliable medical platforms that protect patient data, simplify workflows, and support clinical accuracy.

(04)

B2B SaaS

Product-driven platforms that enhance workflows, automate processes, and scale with your business.

CASE STUDIES

Our Recent Work

View All

START YOUR PROJECT

Ready to build with expert AR/VR Development team?

Expert developers ready to deliver high-quality digital products.

FAQ

Frequently Asked Questions

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.