Service

Meta Quest app development with Unity

I build standalone Meta Quest apps in Unity with OpenXR, the Oculus SDK and the XR Interaction Toolkit — fully immersive VR or mixed reality with passthrough: interactive tools, training apps and walkthroughs of real spaces that run on the headset without a PC.

Who Meta Quest development is for

Product teams, agencies and companies that need a standalone app for Meta Quest — training, visualization, product demos or interactive tools — and teams moving an existing PC VR project onto Quest.

What I build for Quest

Interaction systems

Grabbing, distance grab and physics-based manipulation of objects, built on the XR Interaction Toolkit.

Hand-gesture input

Recognising and validating hand gestures, as in the aircraft marshalling trainer.

3D interfaces

Menus, categories and assembly tools placed in 3D space instead of flat screens.

Saved user data

Layouts and progress that persist between sessions on the headset.

VR walkthroughs from Revit

Architectural models brought into Unity and made explorable at real scale on Quest.

Beyond Quest

OpenXR keeps apps portable to PC VR, and WebXR covers browser-based experiences.

Mixed reality on Meta Quest

Quest headsets can show the real room through their passthrough cameras and place virtual content inside it. Mixed reality suits apps that need the real environment — previewing furniture or interiors in an actual room, guidance next to real equipment, or training that mixes physical and virtual objects.

Meta's mixed reality features include passthrough, scene understanding of walls and furniture, and spatial anchors that keep content in place between sessions. Tell me which of these your app needs, and I'll confirm the approach and the Quest models it requires during scoping.

Quest projects I've built

Testing and release on Quest

What to send for a quote

Meta Quest FAQ

Which Quest headsets do your apps run on?

My delivered projects run standalone on Oculus Quest 2. Building on OpenXR keeps an app portable to other OpenXR headsets, including PC VR.

OpenXR or the Oculus SDK?

I've used both. OpenXR keeps the app portable across headsets; the Oculus SDK is useful when you need a Quest-specific feature. We choose based on where the app has to run.

Can you turn our Revit or CAD model into a Quest walkthrough?

Yes. I've brought Revit architectural models into Unity and set them up to run on Oculus Quest 2 so people can explore a space at real scale.

Can the app be multi-user?

Yes, with Photon PUN 2 or Unity Netcode and Relay.

Building something for Meta Quest?

Tell me what the app should do and who will use it. I'll reply with questions, an approach and a quote.

Discuss your Quest app