VeleStudio

Service · Real-time 3D

Unity development for XR applications, installations and interactive 3D

VeleStudio is a Unity development studio building XR apps, installations and digital twins in C# with AR Foundation, OpenXR, PolySpatial, Sentis and WebGL builds.

What it is

Unity development is the use of the Unity engine and the C# language to build real-time interactive software: applications that render 3D scenes, respond to input and sensors, and run on phones, headsets, desktops, browsers and installation hardware. Unity is the most widely used engine for XR because its AR Foundation, OpenXR and platform packages cover ARKit, ARCore, Meta Quest, Apple Vision Pro (through PolySpatial) and enterprise headsets from one project. It also drives installation screens, digital twins and WebGL experiences, which makes it a common backbone for a studio like ours.

Good Unity work is engineering, not just scene assembly. It means a clean architecture that separates application logic, input and platform code; performance budgets set for the weakest target device and measured on every build; version control and continuous builds; and asset pipelines that keep artists and developers from blocking each other. On-device machine learning through Unity Sentis, networking for shared experiences and native plugins in C++ extend the engine when a project needs it.

VeleStudio uses Unity as its primary engine for XR applications, interactive installations, digital twins and real-time 3D products. We work both as the whole development team and as a specialist unit inside a client's existing team, where we bring XR and real-time expertise, respect the codebase we find and leave it in a state others can maintain.

What problems it solves

  1. 01

    An XR idea with no engineering team to build it

    Design agencies, museums and product companies often have the concept and the content but not the real-time developers. We provide the Unity engineering, from architecture to store submission.

  2. 02

    Prototypes that collapse under real performance demands

    A scene that runs on a workstation can stutter on a Quest or a mid-range phone. We set frame-time and memory budgets per device at the start and profile against them continuously, rather than optimising in a panic at the end.

  3. 03

    Codebases only one person understands

    Projects built quickly by a single developer become unmaintainable when that person leaves. We work with version control, code review, documented architecture and automated builds so the project survives staff changes.

  4. 04

    Content that cannot be updated without a programmer

    Hard-coded text, models and sequences mean every change is a release. We separate content from code with data-driven scenes, addressable assets and editor tools for non-developers.

Who it is for

  • Companies with in-house development teams needing XR or real-time 3D specialists
  • Design and creative agencies without engine developers
  • Museums and exhibition designers commissioning interactive software
  • Industrial and engineering firms building digital twins and simulators
  • Start-ups and product teams building spatial or 3D applications

Example applications

XR applications
AR, VR and mixed-reality apps for iOS, Android, Meta Quest, Apple Vision Pro and OpenXR headsets, from a shared Unity codebase.
Interactive installation software
Long-running, sensor-driven Unity applications for exhibitions and public spaces, with remote monitoring and automatic recovery.
Digital twins and simulators
Real-time 3D models of equipment, buildings and sites connected to live data, for training, monitoring and planning.
WebGL and browser 3D
Unity scenes published to the web for configurators, virtual showrooms and interactive explainers that need no install.
Tools and pipelines
Editor extensions, content tools and asset pipelines that make a client team faster inside their own Unity project.

How we approach Unity Development projects

  1. 01

    Technical discovery

    Target platforms, existing code and assets, team structure and the non-negotiable constraints such as frame rate, offline use or security, gathered before any architecture decision.

  2. 02

    Architecture and budgets

    Project structure, package choices (AR Foundation, OpenXR, PolySpatial, Sentis as needed), performance budgets per device and the branching and build strategy, agreed in writing.

  3. 03

    Vertical slice

    One feature built end to end at production quality and profiled on the slowest target device, to validate the architecture before scaling the team or the scope.

  4. 04

    Iterative development

    Short cycles with builds on real devices, code review on every change, automated tests where they pay off and regular demos to stakeholders.

  5. 05

    Device testing and optimisation

    Profiling on each target, memory and thermal checks on headsets and phones, and a release-candidate pass with people outside the team.

  6. 06

    Handover or continuation

    Documented repository, build instructions and architecture notes, then either a maintained release schedule or a clean handover to your team.

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
A visitor trying a VR headset inside a colourful museum exhibition

02Mixed Reality, Cultural Heritage·Studio prototype, 2026

Object Stories: a mixed reality guide prototype for museum collections

A Quest 3 passthrough prototype that recognises museum objects and anchors stories, exploded views and provenance to each one, tested in the studio with replicas.

  • Unity
  • C#
  • Meta Quest SDK
  • OpenXR
Visitors standing on an interactive floor of glowing hexagonal tiles

03Interactive Installation, HCI·Studio prototype, 2025

Presence Field: a body-reactive projection installation

A wall-scale particle field driven by a depth camera, where bodies displace and attract points and lines and several people create interference patterns.

  • Unity
  • C#
  • Depth cameras
  • Hand & body tracking

Further reading

Practice · 6 min read

How to prototype an XR experience

Why XR projects start with a prototype: a fidelity ladder from bodystorming to on-device slice, what to test at each stage and how to reach production.

A rough paper and cardboard prototype of an interface
Unity · 6 min read

How Unity is used for XR development

How Unity is used for AR, VR and mixed reality: AR Foundation, XRI, OpenXR, URP and PolySpatial, performance budgets, and where it is the wrong tool.

A developer writing code on a laptop
Unity · 6 min read

Unity vs Unreal Engine for XR development

Unity and Unreal Engine compared for XR: platform support, mobile AR, visual fidelity, scripting, licensing, standalone headset performance and team skills.

A nurse wearing a VR headset next to a screen mirroring the virtual scene

FAQ

Questions about Unity Development

01Can you work with our existing development team?
Yes, and we do this often. We can join your repository and workflow, take ownership of the XR or real-time components, review and mentor on Unity practice, or deliver a module with documented interfaces that your team integrates. We adapt to your tooling, coding standards and release process rather than imposing ours, and we plan the handover from the first week.
02Why Unity rather than Unreal Engine or a native framework?
Unity has the broadest XR platform support through AR Foundation, OpenXR and PolySpatial, a large ecosystem and a C# workflow that suits iterative, content-heavy projects on mobile hardware. Unreal is stronger when photographic visual quality on powerful hardware is the priority. Native frameworks such as RealityKit or ARKit alone make sense for single-platform apps that need deep OS integration. We choose per project and have written a comparison in our insights.
03What does Unity development cost?
Cost is driven by the number of platforms, the complexity of the interactions and systems, the amount and quality of 3D content, integrations with external data or hardware, and the testing a public or enterprise release demands. A single-platform prototype is modest; a multi-platform application with a content pipeline and ongoing updates is a sustained engagement. We propose a scoped first phase with clear deliverables so that larger commitments are based on evidence.
04How do you ensure performance on headsets and phones?
We set a frame-time and memory budget for the weakest target device before building, choose rendering pipelines and asset budgets to match, and profile on hardware every sprint. Techniques include level-of-detail models, texture compression, GPU instancing, occlusion culling, baked lighting where appropriate and careful management of garbage collection in C#. Performance is a design constraint from the start, not a final phase.
05Can Unity run in a browser or on a kiosk?
Yes. Unity WebGL builds run interactive 3D in modern browsers without plugins, with limits on file size, memory and mobile browsers that we design around; WebGPU support is improving the picture. For kiosks and installations, Unity runs on Windows, macOS or Linux machines with watchdog and remote-monitoring layers so it recovers from power cuts and runs unattended for months.
06Do you work with international clients?
Yes. VeleStudio works remotely with teams and organisations across Europe, the UK, the US and the Middle East, in English and Italian. Unity development runs through shared repositories, continuous builds you can install on your own devices and regular video reviews, with on-site time where installations or venue testing require it.

Next step

Need Unity developers for an XR or real-time 3D project?

Tell us about the platforms, the team you have and the deadline. We will come back with an architecture view, the risks we see and a scoped first phase.

Prefer email? mrerfansol@gmail.com

Request a call