Can you join an existing Unity project?
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Yes. Share the engine version, target platforms, current build state, and the problem you need solved. A focused review can establish whether the next step is a performance investigation, feature implementation, integration, or broader architecture work.
Can one experience run across every XR device?
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The right scope depends on the required input, tracking, hardware interfaces, rendering budget, and distribution route. We define the actual device matrix first and validate representative builds rather than promise identical behavior on unspecified hardware.
Do we need finished art assets before starting?
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A prototype can help validate interactions before all final assets are ready. The project brief should still identify who supplies models, animation, audio, and other content, their licensing, and the quality and performance constraints those assets must meet.
Which XR devices do you support?
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We start from the devices your audience actually uses, then validate representative builds on that hardware. Our past work includes cross-platform AR and VR showcases; input, tracking, rendering budget and store or enterprise distribution all differ by device, so we confirm them before committing to features.
Can you build multiplayer or networked experiences?
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Yes. We scope session flow, shared state, latency tolerance and connection-failure handling as part of the product, not as an add-on after a single-player prototype. The right networking approach depends on player count, platform mix and how much state must stay in sync, so we prototype the hardest interaction on real networks first.
Do you build real-time 3D for the web as well as Unity?
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Yes. Alongside Unity we build real-time 3D for the browser with three.js and WebGL; the interactive solar system on this website is our own example. Browser 3D suits experiences that must open from a link with no install, while Unity suits richer simulations, headsets and native distribution.