VeleStudio

Service · Geospatial experiences

Geospatial AR development for experiences anchored to real places

VeleStudio develops location-aware augmented reality experiences using Unity, AR Foundation and the ARCore Geospatial API, content anchored to streets, buildings and sites, not to a marker.

What it is

Geospatial AR places digital content at real-world coordinates so that it stays fixed to a building, a square or a landscape when seen through a phone or headset. Instead of recognising a printed marker, the device matches what its camera sees against a visual map of the area (Google's Visual Positioning System, used by the ARCore Geospatial API) and combines it with GPS, compass and motion sensors to know where it is to within a metre and which way it faces.

This makes it possible to build experiences that only exist in a place: a reconstruction of a demolished façade seen from the pavement in front of it, a walking route with directions that appear on the actual street, or a story told by objects that appear exactly where the events happened.

VeleStudio designs and builds geospatial AR experiences end to end, from site surveys and anchor placement to the Unity application, the content pipeline and the measurements that tell you whether the experience actually works outdoors.

What problems it solves

  1. 01

    Content that drifts or floats

    Naive GPS-based AR places objects metres from where they belong. We combine geospatial anchors, terrain anchors and visual localisation so that content stays where it was placed, and we design fallbacks for when accuracy drops.

  2. 02

    Experiences that cannot scale beyond one marker

    Marker and image-based AR works at a single spot. Geospatial anchors cover a whole route, neighbourhood or archaeological site without installing anything physical.

  3. 03

    Places with stories nobody can see

    Lost buildings, past events, underground infrastructure and future plans are invisible on site. Geospatial AR puts them back in front of the people standing there.

  4. 04

    Wayfinding that breaks when people look up from the map

    AR navigation overlays directions onto the real street, which is easier to follow than a 2D map for visitors who do not know the area.

Who it is for

  • Cultural heritage sites, museums and archaeological parks
  • Cities, destination organisations and tourism boards
  • Architecture studios and real-estate developers showing future or past buildings in situ
  • Universities and research groups studying places and public space
  • Agencies producing location-based campaigns and city games

Example applications

Historical reconstructions
Buildings, streets and events reconstructed at their original location, with layers for different periods.
AR walking tours
Multi-stop routes with on-street directions, triggered content and offline fallbacks for low-connectivity areas.
Architecture and planning previews
Proposed buildings and public-space interventions viewed at full scale from the actual site, for consultation or sales.
Site interpretation
Explanatory 3D content and annotations for archaeological sites and natural landscapes where signage is limited.
City games and campaigns
Collectable, time-limited or social AR content placed across a city for festivals and brands.

How we approach Geospatial AR projects

  1. 01

    Site survey

    We check VPS coverage, lighting, sky visibility and typical accuracy at each point of interest before committing to a concept.

  2. 02

    Anchor and content map

    Each piece of content gets coordinates, altitude, an anchor type (geospatial, terrain or rooftop) and a fallback behaviour.

  3. 03

    Interaction design

    How people find content, how they are guided to look in the right direction, and what happens when the device is uncertain.

  4. 04

    Unity prototype

    A first build on real devices at the real site, usually within weeks, to test the experience against reality.

  5. 05

    Content pipeline

    Tools so that curators or editors can add and move content without a developer.

  6. 06

    Field testing and release

    Measured sessions across weather and times of day, then app-store or web distribution.

Technology we use

Tools chosen for the experience, not the other way round. The full ecosystem is on the expertise page.

Related work

All work →
A smartphone held up on a city street showing an augmented reality layer over the buildings

01AR, Geospatial·Studio prototype, 2026

City Layer: a geospatial AR prototype for historic streets

A self-initiated prototype that anchors reconstructed facades, period photographs and narrated stops along a route in a historic Italian city centre.

  • Unity
  • C#
  • AR Foundation
  • ARCore Geospatial API

Further reading

Geospatial · 6 min read

How does geospatial AR work?

Geospatial AR fuses GPS, motion sensors and visual positioning against a map of real streets to place content at exact coordinates. Each step explained.

A hand holding a tablet with a GPS map while walking outdoors
Cultural Heritage · 6 min read

How museums can use AR and XR: a practical guide for cultural heritage

How museums and heritage sites use AR, VR and mixed reality: use cases, phones versus loan devices, curatorial constraints, content pipelines and pilots.

Visitors in a museum gallery with a large sculpture
AR · 6 min read

How to design an AR experience

A practical process for designing AR: define the job of the AR layer, choose anchoring, guide attention, handle uncertainty and test in real conditions.

A tablet showing an augmented reality 3D model placed on a desk

FAQ

Questions about Geospatial AR

01What is the difference between geospatial AR and marker-based AR?
Marker-based AR recognises a printed image or object and places content relative to it, so it only works where the marker is. Geospatial AR localises the device against a visual map of the real world and places content at latitude, longitude and altitude, so it works across a street, a site or a whole city without physical markers.
02How accurate is geospatial AR?
With the ARCore Geospatial API in well-mapped urban areas, position is typically accurate to about a metre and heading to a few degrees once the device has localised. Accuracy drops in areas without Street View coverage, under dense foliage or at night. We measure accuracy on site during the survey and design content that tolerates the real numbers.
03Does geospatial AR work indoors or in rural areas?
The Geospatial API needs visual map coverage, which is mostly outdoor and urban. Indoors we use image anchors, scene understanding or local visual-positioning systems; in rural areas we combine GPS with terrain anchors and simpler content that does not depend on centimetre precision.
04Which devices does it support?
Recent iPhones and Android phones that support ARKit or ARCore, and tablets. Headsets are supported where the platform exposes geospatial localisation. We build in Unity with AR Foundation so one codebase targets both mobile platforms.
05Can VeleStudio also build the content management side?
Yes. A geospatial experience usually needs a way for editors to add and move points of interest. We build lightweight web tools and data pipelines (for example on Firebase) so content can be maintained without touching the application.
06Can you integrate with an existing app or team?
Yes. We can deliver a Unity module, an SDK-level integration or a standalone application, and we regularly collaborate with in-house developers, agencies and heritage professionals.

Next step

Planning a location-aware experience?

Tell us about the place, the story and the audience. We will come back with a realistic approach, including whether geospatial AR is the right tool for it.

Prefer email? mrerfansol@gmail.com

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