VR App Development

Immersive Training|Device-Aware Interaction|Connected Simulation Systems

Sphere 10 develops VR applications for training, visualisation and interactive product experiences. We combine the immersive client with the data, integrations and operational tooling around it, defining success in terms of the task a user can complete inside the experience.

Prove the Interaction First

We select Unity or Unreal Engine around the target headset, required visual quality, content pipeline and interaction requirements. OpenXR is considered where the device/runtime combination supports it. Early work proves the hardest movement, controller or hand interaction on the actual hardware before a large scene or content library is produced.

The experience is designed for its users and setting: seated or standing, supervised training or independent use, confined space or room-scale movement. We define comfort, readable interfaces, accessibility alternatives and a reliable route to pause or exit. Visual complexity is constrained by a measured frame-time budget rather than a desktop-editor impression.

Connect the Experience to Useful Systems

Training sessions may need scenario configuration, participant identity, event records and reporting. We build those supporting services with .NET and ASP.NET Core, separating the headset runtime from administration and authoritative records. A temporary network loss should not silently turn a completed session into missing evidence.

Sphere10 Framework provides typed serialization, communications and database abstractions that are relevant to these supporting systems. They give us reusable application mechanisms; Unity or Unreal still owns the immersive rendering and physics. We keep that boundary explicit and evaluate engine/runtime compatibility before sharing any library with the headset client.

Deliver the Whole Experience

    A playable scenario with defined interactions, completion conditions and failure/retry behaviour.
    A content pipeline for models, textures, audio and scenario versions, with ownership and asset licences recorded.
    Session storage and reporting interfaces where required, including offline buffering and duplicate-submission handling.
    Device deployment, configuration and operator guidance suited to the intended training environment.

Accept on the Headset

Acceptance uses the agreed headset and physical environment, with realistic session duration and content. We measure frame-time stability, loading and memory, and test tracking loss, controller disconnect and application restart. The handover includes engine projects, build instructions and any backend/admin components, plus the measured limits of the target device. Future scenarios can then be added through a documented content structure without rebuilding the entire service around each demonstration.

Platforms & Tooling

Unity Unreal Engine OpenXR C# C++ ASP.NET Core .NET

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