Software
AR/VR Development: WebAR, 3D Configurators and Virtual Showrooms
We make your product or space something people can rotate on screen, place in their own room or walk through. First we discuss whether this technology will genuinely help your business, then how to build it so it is fast and measurable.
Short answer
AR/VR development is software work that lets people experience a product or space through augmented reality, virtual reality or real-time three-dimensional graphics in the browser. UNIT İstanbul, through its Unit Software brand, builds product viewers, configurators, WebAR, virtual showrooms and VR training experiences, optimises models for the web and connects interactions to analytics.
What is AR/VR development, and how do augmented and virtual reality differ?
Augmented reality (AR) places a digital object on top of the real environment seen through a phone or headset camera: you see a sofa in your living room or a lamp on your desk. Virtual reality (VR) takes the user into an entirely digital environment, usually through a headset.
What the two share is real-time three-dimensional graphics. A model rotated with a finger on a product page, a configurator for choosing colours and materials, or a showroom explored in the browser all rest on the same technical foundation, even when they are neither AR nor VR. UNIT İstanbul works as an AR VR agency that handles all three areas together through its software brand, Unit Software.
For most brands, the most useful starting point is not headset-based VR but experiences that run in the browser. Visitors can examine the product without downloading an app, on the very page they reached from an ad or a search result.
When does AR/VR make sense, and when is it unnecessary?
An augmented reality app looks impressive, but it is not the right investment for every product. We make the call by looking at which question the customer is left with before buying. If photos and video already answer that question, a three-dimensional experience often pulls budget away from work that would have more impact.
| Situation | AR/VR or a three-dimensional experience makes sense | Probably unnecessary |
|---|---|---|
| Size and placement | Whether the product fits the space affects the purchase (furniture, appliances, lighting) | Dimensions do not affect the decision, or the product comes in a standard size |
| Number of variants | Colour, material and part combinations are too many to photograph one by one | A few variants can easily be shown with photos |
| Decision time | It is a high-value purchase people think about for a long time (automotive, housing, jewellery) | It is a low-cost product bought on impulse |
| Physical access | The product or space does not exist yet, is far away or is hard to visit | Customers can easily see the product in a shop |
| Training | Repeating the task in the real environment is expensive, risky or difficult | A short video or written instructions are enough |
| The real problem | The product page gets attention but visitors cannot make up their minds | The problem lies in traffic, price or the checkout step |
The last row matters: if visitors drop off at checkout, a three-dimensional model will not fix it. In that case we recommend first finding where the loss happens through CRO and analytics work.
Which option: web viewer, WebAR, in-app AR or VR?
The same goal can be reached in different ways. The choice depends on which devices your audience uses, how deep the experience needs to be and who will maintain it.
| Option | Best suited to | Trade-off |
|---|---|---|
| Web-based viewer (WebGL, Three.js) | Rotating, zooming and switching colours and materials on a product page | No installation and reaches every visitor; heavy models can slow the page down |
| WebAR | Seeing the product in your own surroundings on a phone, without downloading an app | Easy to access; browser and device support varies and advanced tracking is limited |
| In-app AR | Deep, frequently used experiences within an existing mobile app | Better tracking and image quality; the user has to download the app |
| Experience for a VR headset | Training simulations, trade fair and showroom experiences, design reviews | The most immersive option; the audience is limited to people with access to a headset |
If the experience will be part of an existing app, we plan the work together with our mobile app development team. Projects involving game mechanics, scoring and level design fall under game development.
How does a three-dimensional product configurator work?
A product configurator is a tool that lets customers see their choices of colour, material, size and parts instantly on a three-dimensional model. Behind it sit two layers: the graphics layer that renders the visuals, and the rules layer that decides which options can be combined with which.
- The rules layer blocks incompatible choices and reads valid combinations from your product data.
- Price, stock and delivery information is pulled live from your e-commerce platform or ERP system, where available.
- A finished configuration is passed to the basket, a quote form or a record sent to the sales team.
- A shareable link lets the customer send their chosen combination to someone else.
A configurator's value is decided by how choices flow into sales. That is why we plan data integration from the start, just as carefully as the graphics, and take decisions about the site infrastructure together with our web and e-commerce work.
What are virtual showrooms, virtual tours and VR training used for?
A virtual showroom is a version of a physical sales space, or of a space that has never existed, that can be explored in the browser or in a headset. A virtual tour is an existing space recreated from panoramic photography or scanning and explored step by step.
- In automotive, examining a vehicle's interior and exterior trim together with colour and package options.
- In real estate, walking through homes, flat types and shared areas that have not been built yet.
- In jewellery and retail, close product inspection that renders light and surface texture accurately.
- In industry, presenting large machines and facilities without shipping them to a trade fair.
- In training, rehearsing dangerous, expensive or hard-to-repeat procedures in a safe environment.
In VR training simulations, the real measure is the learning objective, not visual realism. We write the scenario with a subject-matter expert, record the steps where mistakes are made and feed the results into a report the training team can read.
Where possible, we deliver VR experiences in the browser with WebXR, so the same experience opens both in a headset and on a desktop screen. When higher visual quality or offline use is needed, we build an app installed on the headset with Unity or Unreal Engine. For trade fair and showroom set-ups, resetting headsets, cleaning between visitors and a short user guide are also part of the plan.
How do you make a three-dimensional model light enough for the web?
Models that come from engineering drawings or visualisation software are detailed enough to look flawless on screen, but far too heavy for a browser. Putting them straight onto the site delays page loading and makes phones heat up.
- The polygon count is reduced to a level the eye cannot notice, and detail is moved into texture maps.
- Textures are converted into compressed formats the graphics card can read directly.
- The model is prepared in glTF and GLB, the web standard, with compressed geometry; a USDZ version is produced for Apple devices.
- A level-of-detail set-up loads a simpler version from a distance and a more detailed one as the user zooms in.
- The viewer loads not as soon as the page opens but when the visitor interacts with it; until then a lightweight cover image is shown.
That last point is the most effective way to protect a product page's Core Web Vitals. The three-dimensional experience should be a layer added to the page; the text, images and structured data that carry the first load and search visibility should stay in place.
How do you handle mobile, accessibility and privacy?
Most visitors arrive on a phone, so we test the experience on mid-range devices, on weak connections and in one-handed use. If a device does not support AR, the visitor does not see an error message but a rotatable view of the same product.
- Every piece of three-dimensional content sits alongside photos and text carrying the same information.
- The viewer can be used with a keyboard, and buttons have meaningful names for screen readers.
- Reduced-motion preferences are respected; auto-rotating and self-moving scenes can be switched off.
- VR experiences offer locomotion methods that reduce motion sickness and a seated mode.
WebAR uses the camera; our default design processes camera images on the device and does not send them to a server. For try-on experiences that need face or body tracking, we clarify with your legal adviser which data is processed under Turkey's data protection law (KVKK) and, where relevant, GDPR, and build the privacy notice and consent flow accordingly.
How do you measure the impact of an AR/VR experience?
This is where our marketing agency roots pay off: before the experience goes live, we decide which interactions will be measured. Opening the viewer, rotating and zooming, changing colour or material, launching AR, completing a configuration and adding to basket are each sent to analytics as separate events.
Visitors who interact buying more is not proof on its own; people who were already interested may simply be the ones who opened the model. To isolate the effect, where possible we set up controlled tests in which one group of visitors sees the experience and another does not, and we share the results in regular reports.
Interaction data can also feed marketing. Visitors who choose a particular model or colour in the configurator can be grouped into advertising audiences, to the extent they have consented; the most viewed variants become an input for product and stock planning. We document from the start which data is collected and how it is used, in line with cookie and consent management rules.
What determines the cost and timeline of an AR/VR project?
- Model source: whether you have engineering drawings or ready-made models, or the product needs scanning or modelling from scratch.
- The number of products and variants, the range of materials and the expected level of realism.
- Target platforms: web only, WebAR, in-app AR or a VR headset.
- Integrations: product data, pricing, stock, basket, quote form and CRM connections.
- Who will update the content, how often, and what maintenance you expect.
We clarify the scope during a short discovery period and prepare a written plan and proposal. You can see similar work on our software portfolio page, or reach us through the contact page to talk about your project.
How we work
Discovery and fit decision
We look at the uncertainty your customers face at the moment of decision, your product range and your audience's devices, and decide together whether AR/VR is genuinely needed and which option fits.
Model and asset preparation
We assess existing drawings and models, fill gaps through modelling or scanning, optimise every asset for the web and gather them in a single library.
Prototype
We build a working prototype on a selected product, try it on real devices and agree with you on the balance between visual quality and speed.
Development and integration
We complete the viewer, configurator or virtual environment and set up the connections to product data, pricing, basket, quote form and analytics.
Testing
We run functional, performance and accessibility tests across different phones, browsers and headsets, and verify the fallback view for unsupported devices.
Launch, measurement and maintenance
We take the experience live, report interaction data regularly, add new products and variants and keep everything compatible with browser updates.
What we deliver
- Fit and scope report: the recommended option, its rationale and a written plan
- A web-optimised model library (glTF, GLB and USDZ)
- A product viewer or rules-based product configurator component
- A WebAR flow with a fallback view for devices without AR support
- A virtual showroom, virtual tour or VR experience (depending on scope)
- An analytics event plan and set-up of interaction events
- A device, performance and accessibility test report
- A guide to adding new models and variants, plus source code and technical documentation
Get a quote
How does the quote process work?
It starts with a message. We prepare the rest, and no work begins until you have seen in writing what you pay for, why, and how much.
Message us
Tell us briefly about your business, your goal and your website, on WhatsApp or by email.
Free initial analysis
We review your search visibility, how AI answers mention you and any ad accounts you run, and prepare a one-page summary.
Strategy call
We go through the summary together and agree on priorities, goals and the metrics we will track.
Written proposal
We send a proposal that spells out scope, deliverables, timeline and fee. We start once you approve it.
Request a quote
Fill in the form; we will review your goal and current position and come back to you with a written proposal.
Service:AR/VR Development
Frequently Asked Questions
- Do users need to download an app for augmented reality?
- No. With WebAR, visitors tap a button on the product page and see the product in their own surroundings through their phone's camera. If more precise tracking or a frequently used experience is needed, in-app AR may be a better fit; we choose together based on your audience and how often they will use it.
- Which devices does an AR/VR experience run on?
- A web-based viewer works in almost all current browsers. WebAR opens on current iPhone and Android phones that support AR; on devices that do not, visitors see the rotatable view. VR experiences are prepared separately for standalone headsets or headsets connected to a computer.
- What do you do if we have no three-dimensional models?
- If engineering drawings exist, we start from them. If not, we model the product from photos and measurements or scan it with photogrammetry. The right method depends on the product's surface, level of detail and number of variants; we decide this during discovery.
- Will a three-dimensional viewer slow down our site?
- Not when it is set up correctly. We optimise models for the web, load the viewer only when the visitor interacts with it and show a lightweight cover image until then. This protects the page's first load and its Core Web Vitals.
- How does AR/VR content affect SEO?
- Three-dimensional content does not bring rankings on its own; search engines understand a page through its text, images and structured data. That is why we keep the product description, images and schema markup in place and add the experience on top. If search visibility is a separate goal, we work alongside our SEO team.
- Is virtual reality the same as game development?
- The technical tools can be similar, but the goal is different. Virtual showrooms, product presentation and training simulations are what this page covers. Projects that involve scoring, levels and game mechanics are planned separately under our game development service.
- Can the configurator connect to our e-commerce site and ERP system?
- Yes. The configurator's option rules, prices and stock can be read from your existing e-commerce platform or ERP system, and a finished configuration can be passed to the basket or a quote request. We decide the integration method during discovery, based on the interfaces your systems provide.
- Will we depend on you to add new products after launch?
- No. We hand over a guide covering model preparation rules and the steps for adding products, along with the source code and technical documentation. If you prefer, we can continue modelling new products, keeping up with browser updates and monitoring performance as part of ongoing maintenance.
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