Service

VR training simulation development in Unity

I build VR training simulators for procedures that are costly, slow or risky to practise for real. So far that has included aviation ground handling, warehouse operations, workplace posture safety and driver training — for Meta Quest and PC VR.

Who VR training simulation is for

Training, operations and L&D teams whose staff need hands-on practice that is expensive, slow or risky to arrange for real — for example in aviation ground handling, logistics and warehousing, workplace safety, transport and manufacturing. Also simulation studios that need an extra Unity XR developer on a training project.

What a VR trainer can include

Guided procedures

A step-by-step task flow that tells trainees what to do next and checks each step before moving on.

Natural input

Hand-gesture recognition, controller interaction and body tracking, depending on what the task needs.

Real-time feedback

Visual cues the moment a signal, step or posture is wrong, so trainees correct it while they practise.

Scoring and session reports

Task scoring and per-session summaries that show how a trainee performed.

Multi-user sessions

Several trainees in one scene, built with Photon PUN 2 or Unity Netcode and Relay.

Runs on standalone headsets

Scenes optimized for Meta Quest, so training doesn't depend on a gaming PC.

VR training projects I've built

How I approach a training simulation

  1. 1

    Map the procedure

    Break the real task into steps with clear pass and fail rules, together with your subject experts.

  2. 2

    Prototype the core interaction

    Build the hardest interaction first — a gesture, a tool, a vehicle control — on the target headset.

  3. 3

    Add scenarios and scoring

    Build the guided flow, feedback and scoring around that interaction, milestone by milestone.

  4. 4

    Optimize on device

    Profile and tune on the headset so the trainer runs smoothly before delivery.

Testing and deployment

What to send for a quote

Not sure about scope yet? Start with a prototype of the core interaction.

VR training FAQ

Which industries have you built VR training for?

Aviation ground handling (aircraft marshalling), warehouse logistics, workplace posture safety and driver training. The same structure — steps, validation, feedback and scoring — carries over to other hands-on procedures.

Which headsets can the trainer run on?

Meta Quest as a standalone headset, and PC VR through OpenXR and SteamVR.

Can several trainees train together?

Yes. Multi-user sessions can be built with Photon PUN 2 or Unity Netcode and Relay, so trainees share one scene in real time.

Can trainee results be recorded?

The posture trainer I built produces a per-session report. How results are stored or sent to your own systems depends on your setup, and we define it when scoping the project.

Planning a VR training simulation?

Describe the procedure you want to train and your target headset. I'll reply with questions, an approach and a quote.

Discuss your training simulation