AR/VR app development — a smartphone showing a photoreal 3D object anchored to a real tabletop

iOS · Android · Apple Vision Pro · Meta Quest

AR/VR App Development

Frame Sixty is a US-based AR/VR app development company. We build augmented and virtual reality apps for iOS, Android, and every major headset — from ARKit and ARCore mobile experiences to Apple Vision Pro and Meta Quest. Our team has shipped 100+ apps with more than 10 million downloads.

  • 100+apps shipped
  • 10M+downloads
  • US-basedstudio
  • Top-ratedon Clutch
A physically believable 3D object crossing from a smartphone display out into the surrounding room

Build for the device your audience already has. Expand into immersion when the experience demands it.

01 / Services

AR & VR App Development Services

Our AR/VR app development services cover the full path from first concept to store launch — six disciplines, starting on the device your customers already carry. Every engagement is shaped around the audience, the platform, and what the experience actually has to do.

Mobile AR app anchoring a photoreal 3D object to a real tabletop on an iPhone held in a bright room
01

Mobile AR Apps for iOS & Android

We build mobile AR apps with ARKit, ARCore, and Unity's AR Foundation: plane detection, occlusion, body and face tracking, and USDZ content that ships through the App Store and Google Play with native performance.

Shopper using virtual try-on to preview eyewear on their own face through a phone camera
02

AR Commerce & Virtual Try-On

Our team develops AR shopping experiences — virtual try-on, view-in-your-space product visualization, and interactive campaigns — that raise buyer confidence and conversion for retail and e-commerce brands.

Person using a virtual reality app in a Meta Quest 3 headset in a bright modern room
03

VR App Development

We build virtual reality apps for Meta Quest and Apple Vision Pro, from training tools to consumer experiences, engineered for standalone headset performance and carried through store review.

Phone scanning a QR code on product packaging to launch a browser-based AR experience
04

WebAR Experiences

We create browser-based AR that needs no download: campaign activations, product viewers, and interactive manuals that launch from a link or QR code and run on any modern phone.

Field technician using a tablet with a spatial service overlay beside industrial equipment
05

Enterprise AR/VR Solutions

We develop enterprise AR/VR applications that integrate with existing systems: field-service overlays, training simulations, and 3D data visualization, with device management and support built for real deployments.

Studio desk with app store listing assets and screenshots prepared for submission review
06

App Store Launch & Support

We carry AR/VR apps through App Store, Google Play, and Meta Horizon Store review — assets, ratings, and reviewer feedback included — then support them after launch. Our team has taken 100+ apps through platform review.

02 / Platform

Where Should Your App Live?

The right home for your app depends on your audience, budget, and what the experience needs to do. Most AR products start on the phone, where every customer already is; headsets earn their place when immersion is the product. Here's how we help you choose.

Not sure? That's what the discovery call is for.

AR app developer testing a build on a phone at a studio desk with 3D tooling on screen

03 / Team

Hire AR App Developers

Hire AR app developers who can move from platform strategy to a working build. Frame Sixty develops with ARKit, ARCore, AR Foundation, RealityKit, and Unity, and our augmented reality app developers carry products through App Store, Google Play, and headset store review.

Teams come to us for three things: a new product built from scratch, an AR feature added to an app that already ships, or an existing experience expanded onto a second platform. In each case you work directly with the developers doing the work — no account layer between you and the build.

Native mobileARKitARCoreRealityKitiOSAndroid
Cross-platformUnityAR FoundationShared mobile/headset architecture
3D + deliveryUSDZglTFApp StoreGoogle PlayHeadset store review
  • New product builds
  • AR features for existing apps
  • Multi-platform expansion

04 / Process

How We Build AR/VR Apps

One AR concept shown at increasing fidelity — storyboard, device prototype, polished 3D interaction and store-ready product
  1. 01

    Discover and define

    We clarify the audience, business goal, platform, environment, integrations, and success criteria before defining the first working scope.

  2. 02

    Prototype on the real device

    We test the core interaction early on the phone or headset, where scale, tracking, comfort, and environmental behavior can be judged accurately.

  3. 03

    Build the app and 3D content

    Application engineering and optimized 3D production move together, keeping interaction, visual quality, and device performance aligned.

  4. 04

    Test in real conditions

    Weekly builds expose the experience to real spaces, lighting, hardware, users, and integration constraints while changes are still efficient to make.

  5. 05

    Launch and support

    We prepare store assets, work through review, release the product, and support the app after launch.

A focused AR app typically takes two to three months from concept to store submission; larger products run longer depending on scope.

05 / Cost

What an AR App Costs

The cost of an AR app depends on scope: a WebAR product viewer, a mobile AR app, and a full headset experience are three different budgets. Project work is quoted as a fixed bid after a discovery call, so the full cost is clear before development begins.

Three things move the number more than anything else, and a short call is usually enough to place your project against them.

Platform and distribution

WebAR, native mobile, cross-platform mobile, and headset products carry different production and testing requirements.

Interaction and environment

Tracking, occlusion, try-on, multiplayer, spatial mapping, and real-world operating conditions shape the build.

3D content and integrations

Asset creation, animation, commerce, accounts, data systems, device management, and analytics affect scope.

Get an accurate range in a 30-minute discovery call.

Request a Fixed-Bid Estimate

06 / Use Cases

Real World Use Cases

Where AR and VR earn their place in real products, campaigns, and operations. These are the patterns AR/VR app development is asked for most — each one solving a concrete problem rather than demonstrating the technology for its own sake.

Person previewing a watch on their own wrist through a phone using virtual try-on

Virtual Try-On for Retail

Shoppers try products on their own body or face before buying — eyewear, watches, apparel, and beauty — raising buyer confidence and conversion for retail brands.

Phone placing a life-size sofa in a real living room with accurate scale and contact shadows

View-in-Your-Space Commerce

Customers place true-to-scale furniture, appliances, and equipment in their own rooms with USDZ and ARKit/ARCore product visualization — answering “will it fit” before checkout.

Trainee in a Meta Quest headset working through a procedure while an instructor observes

Immersive Training Simulations

Teams practice high-stakes procedures safely in VR on Meta Quest and Apple Vision Pro — repeatable, measurable training engineered for standalone headset performance.

Phone scanning a QR code on packaging and opening a browser AR campaign instantly

WebAR Campaign Activations

Brand campaigns and product viewers that launch from a link or QR code with no download — browser-based AR that runs on any modern phone, built for reach.

Field technician holding a tablet beside industrial equipment with a spatial service overlay

Field-Service & 3D Data Overlays

Technicians see spatial repair guidance and live 3D data on the equipment in front of them — enterprise AR that integrates with existing systems, with device management built in.

Phone held over an appliance showing a step-by-step AR manual anchored to its parts

Interactive AR Manuals

Setup guides and instructions anchored to the physical product itself — customers point their phone and follow steps in place, cutting support calls and returns.

07 / Work

AR/VR Apps We've Shipped

Real products across phone AR, brand campaigns, mixed reality exhibits, and headset training — each one taken through platform review and into users' hands.

AR/VR App Development FAQs

Straight answers to the questions we hear most from teams planning an AR or VR app.

How much does AR app development cost?

The cost of AR app development depends on scope: a WebAR product viewer, a full mobile AR app, and a headset experience are different budgets. Project work is quoted as a fixed bid after a discovery call, so the total is clear before development begins, and a 30-minute call produces an accurate range.

How long does it take to build an AR or VR app?

A focused AR app typically takes two to three months from concept to store submission, and larger AR/VR products run longer depending on scope. We stage work in weekly deliveries, so you see working builds early and the timeline stays visible throughout the project.

Should my app be mobile AR, WebAR, or a headset app?

Choose mobile AR when reach matters most — every customer already has the device. Choose WebAR for zero-download campaign and commerce experiences that launch from a link. Choose Apple Vision Pro or Meta Quest when immersion is the product. We help you sequence platforms during discovery, and many products ship to more than one.

What is the difference between ARKit and ARCore?

ARKit is Apple's augmented reality framework for iOS, and ARCore is Google's equivalent for Android. Both provide motion tracking, plane detection, and light estimation. We build with Unity's AR Foundation when an app targets both platforms from one codebase, and natively when deep single-platform integration wins.

Do you build the 3D content as well as the app?

Yes — our in-house 3D team produces the models, textures, and animations your AR/VR app needs, optimized as game-ready assets in formats like USDZ and glTF. One team handling both the app and its content keeps quality consistent and timelines shorter.

Can you add AR to my existing app?

Yes. We integrate AR features — product viewers, try-on, measurement, tracking — into existing iOS and Android apps without rebuilding them. Integration starts with a technical review of your codebase, then ships as a staged feature release through your normal app-update process.

Do you develop VR apps as well as AR?

Yes — we build both, and most of our shipped work runs on headsets. VR projects target Meta Quest and Apple Vision Pro, from enterprise training to consumer experiences. When a product should span phone AR and headset VR, we architect it once and deploy it across both.

Who owns the code, and do you sign NDAs?

You own the app, the code, and the project — our contracts assign full IP ownership to you, including source, 3D assets, and store listings. We sign NDAs before discovery when needed; protecting unreleased products is routine practice across our enterprise work.

Why choose Frame Sixty as your AR/VR app development company?

Frame Sixty pairs senior AR/VR talent with a shipping record: 100+ apps across iOS, Android, Apple Vision Pro, and Meta Quest, with more than 10 million downloads and top ratings on Clutch. You work with developers who have taken AR products through store review, brand campaigns, and enterprise deployment.

Get in touch

We’re interested to see how we can help. Send us a message and we will get back to you within 24 hours.