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Unity 3D for real hardware.

★★★★★ 4.9 Rated on Google Inc. 5000 honoree · ISO 9001:2015

AR, VR, digital twins, HMI, and training simulators built on Unity. C# scripting, XR Toolkit, and direct integration with the sensors, firmware, and devices we engineer, so what you see in 3D matches the hardware in the field.

  • AR & VR apps (XR Toolkit)
  • Digital twin pipelines
  • HMI & product visualization
  • Firmware & sensor integration
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What we deliver

Unity, wired to your hardware.

3D, AR, and VR experiences that stay in sync with the devices, sensors, and firmware we build.

3D / AR / VR apps

Quest, Vision Pro, HoloLens, and mobile AR built on Unity XR Toolkit with proper input mapping and occlusion.

Digital twin

Live 3D mirrors of physical equipment driven by sensor telemetry over MQTT, WebSocket, or REST from the device side.

HMI & visualization

Touchscreen HMIs, kiosks, and product-configurator apps that let users spec, inspect, and drive the product in 3D.

Firmware integration

Unity clients talking to real hardware over BLE, Wi-Fi sockets, serial, or custom USB HID, with firmware built alongside.

How we work

From storyboard to shipped build.

Every project ships with documented assets, scripts, and build pipelines you can run yourself.

01

Scope & storyboard

Use cases, target hardware, and key interactions are mapped. Scene wireframes drafted before any asset build.

1–2 weeks
02

Asset & scene build

3D models, textures, lighting, and physics tuned for the target framerate and platform.

3–6 weeks
03

Scripting & integration

C# logic, XR input handling, network sync, and hardware-side data integration via MQTT, BLE, or REST.

2–6 weeks
04

QA & build

Performance tuning, multi-device QA, and signed builds delivered for sideload, store submission, or kiosk install.

1–3 weeks
Use cases

Pick a use case, get a build.

What each Unity engagement produces, tuned for the target device and connected to real hardware.

Use caseWhat you receive
AR / VR applicationOpenXR build for Quest, Vision Pro, or HoloLens with input mapping, plus a sideload / store-ready package
Digital twinLive 3D scene driven by MQTT / WebSocket / REST telemetry, with fault, temperature, and event states
HMI / kioskTouchscreen Unity app for Windows or Android, packaged for kiosk lockdown and unattended install
Product visualization3D configurator or showroom app with material, color, and option variants a buyer can explore
Training simulatorScenario scenes with scoring, replay, and session logging for industrial, medical, or field teams
Hardware integrationC# device bridge (BLE, Wi-Fi socket, serial, USB HID) with firmware built alongside the Unity client
FAQ

Common questions about Unity.

Versions, devices, and how Unity connects to the hardware we build.

What Unity versions do you build on?

Unity 2022 LTS for stability and Unity 6 for new projects that target the latest XR features. URP for mobile and standalone XR, HDRP when fidelity is the priority.

Which XR headsets do you support?

Quest 2, Quest 3, Quest Pro, Vision Pro, and HoloLens 2, plus mobile AR on iOS and Android. We ship via OpenXR for portability across devices.

Can you connect Unity to our hardware?

Yes. We design the firmware and the Unity client side by side. BLE, MQTT, REST, WebSocket, and custom USB HID bridges are all in scope, so the 3D view stays in sync with the real device.

Do you handle store submission?

Yes. Meta Horizon Store, App Store, Google Play, and Microsoft Store submission packages are prepared on request, including review-ready builds and metadata.

Ready to build in Unity?

Tell us your hardware and target devices and we’ll scope a build.

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