AR & VR experiences

Augmented and virtual reality for the web, mobile and headsets. Let people step into the thing instead of reading about it.

Some things are far easier to understand when you can stand inside them or hold them up in your own space. A machine a buyer can walk around before it is built, a procedure staff rehearse in safety, a building you can tour before the first slab goes down. Augmented and virtual reality make that possible, and Rangefront Labs builds it as proper, owned software.

We work across the range: web AR a customer opens in a browser, mobile AR, and full VR on headsets. The right choice depends on your audience and the job, not on what sounds most impressive.

Where AR and VR pay off

  • Product visualisers that let customers place or configure something in their own space
  • VR training and simulation for work that is expensive, slow or dangerous to practise for real
  • Walkthroughs of places, designs or equipment that do not physically exist yet
  • Sales and expo demos that people remember because they did something, not watched something
  • Maintenance and assembly guidance overlaid on the real object

Built for the device in the user’s hands

Immersive work lives or dies on performance and comfort. Dropped frames, slow loading or clumsy interaction break the illusion fast, and on headsets they make people feel unwell. We engineer for the target device from the start: frame budgets, tracking, input and the reliability work that keeps it usable for more than a minute.

Like everything we build, it is version-controlled, documented and owned by you, and it can connect back to your custom software and data when the experience needs live information.

Prove it on real hardware first

The fastest way to de-risk an AR or VR idea is to build the core interaction and try it on the actual device early. One scene, one product, one training step. You find out how it feels before committing to the full production, and the prototype becomes the spine of the finished build.

For games, configurators and screen-based interactive work, see games and interactive experiences.

Common questions

Often not. Web AR runs straight in a phone browser, so a customer can point their camera at a space or a product without downloading anything. For richer experiences a native app or headset build makes more sense, and we will tell you which the idea needs.

We build for current mainstream headsets, for iOS and Android AR through ARKit and ARCore, and for the browser using WebXR, Three.js and WebGL. Richer headset experiences are usually built in Unity. The right target depends on who your audience is and what hardware they already have, which is the first thing we work out.

Training and simulation are the clearest wins, because practising the real thing can be costly, slow or risky. But the same tools suit product visualisers, sales demos, expo experiences and walkthroughs of places or designs that do not exist yet.

Yes. A visualiser can pull live product and pricing data, and a training scenario can record results against your own systems, so the experience is part of your software rather than a standalone toy.

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Want people inside the experience?

Bring the product, the audience and the device they will use. We will prove the interaction on real hardware first.