Technical

Spatial Computing for Enterprise: Building AR Applications Beyond Gaming

A technical guide to enterprise spatial computing development -- covering Apple Vision Pro, Meta Quest, WebXR, spatial UI design, and high-ROI use cases like remote assistance, training, and digital twins.

Dragan Gavrić
Dragan Gavrić Co-Founder & CTO
| · 13 min read
Spatial Computing for Enterprise: Building AR Applications Beyond Gaming

Spatial Computing for Enterprise: Building AR Applications Beyond Gaming

The enterprise AR market is projected to reach $77 billion by 2030, growing at a 25% CAGR. That growth is not coming from gaming or consumer entertainment — it is driven by manufacturing, healthcare, logistics, field service, and training applications where spatial computing solves problems that flat screens cannot.

Apple Vision Pro, Meta Quest 3 and Quest Pro, and the expanding WebXR ecosystem have shifted the conversation from “is enterprise AR viable?” to “which use cases justify the investment?” The hardware has reached a threshold where display quality, tracking accuracy, and comfort are sufficient for production workloads. The question is now about software.

Building enterprise spatial computing applications is fundamentally different from building traditional software. You are designing for a three-dimensional workspace where the user’s physical environment is part of the interface. The interaction model, performance requirements, and user experience considerations have no direct analogue in 2D application development.

This guide covers the platforms, development approaches, design patterns, and high-ROI use cases for enterprise spatial computing.

The Enterprise Spatial Computing Platform Landscape

Apple Vision Pro and visionOS

Apple’s entry has legitimized spatial computing for enterprise decision-makers. The hardware specs are compelling: dual micro-OLED displays at 23 million pixels combined, precise eye and hand tracking, LiDAR-based spatial mapping, and the M2 + R1 chip combination that handles spatial processing at the silicon level.

Development approach. visionOS apps are built with SwiftUI, RealityKit, and ARKit. If you have iOS development experience, the transition is significant but not starting from scratch. Three app types:

  • Window apps. Traditional 2D interfaces positioned in 3D space. The lowest barrier to entry — adapt existing iPad apps for spatial display.
  • Volume apps. 3D content within a bounded space. Interactive 3D models, data visualizations, or spatial dashboards.
  • Full Space apps. Immersive experiences that take over the user’s entire visual field. Used for simulations, training environments, and immersive data visualization.

Enterprise considerations. Apple Vision Pro’s current price point ($3,499) limits deployment to high-value use cases. Device management through Apple Business Manager and MDM integration makes fleet deployment feasible. The passthrough quality (the ability to see the real world while using AR overlays) is the best available, which matters for applications where users must maintain awareness of their physical surroundings.

Meta Quest 3 and Quest Pro

Meta’s platform offers the most accessible price point ($499 for Quest 3, $999 for Quest Pro) with capable enterprise features through Meta Quest for Business.

Development approach. Native development with the Meta XR SDK (Unity or Unreal Engine). WebXR support via the Meta Quest Browser. The Unity SDK provides the broadest feature set for enterprise development, with hand tracking, passthrough AR, spatial anchors, and mesh detection.

Enterprise considerations. Meta Quest for Business provides device management, SSO integration, and the ability to deploy custom apps without going through the consumer Meta Store. The Quest 3’s color passthrough is good (not Vision Pro quality, but sufficient for many AR overlay use cases). The lower price point makes large-scale deployment (50+ headsets for training, 100+ for warehouse operations) financially viable.

WebXR — The Cross-Platform Option

WebXR (the W3C standard for VR and AR in web browsers) allows building spatial applications that run across devices without native app development.

Capabilities. WebXR supports immersive VR, immersive AR (on supported devices), hand tracking, spatial anchors (device-dependent), and hit testing for placing objects in the real world. Libraries like Three.js, A-Frame, and Babylon.js make WebXR development accessible to web developers.

Limitations. WebXR cannot access all native device features. Performance is lower than native applications for complex scenes. Not all devices support the full WebXR feature set — testing across target devices is essential.

Best for. Cross-platform applications where broad device support is more important than maximum performance. Product visualization, training modules that need to work on phones and headsets, and collaborative spatial experiences where participants use different hardware.

ARKit and ARCore — Mobile AR

For AR applications that run on smartphones and tablets (no headset required), Apple ARKit and Google ARCore remain the foundation.

ARKit (iOS). LiDAR-powered scene understanding on iPhone Pro models, people occlusion (virtual objects appear behind real people), and world-class plane detection. Swift/SwiftUI development with RealityKit.

ARCore (Android). Cloud Anchors for shared AR experiences, Geospatial API for location-based AR (using Google’s Visual Positioning System), and Depth API for occlusion. Kotlin/Java development or Unity integration.

Mobile AR is the lowest-barrier entry point for enterprise AR. No headset purchase required, broad device compatibility, and users are already comfortable with their phones. The trade-off is that users must hold their device, limiting hands-free use cases.

Spatial UI Design Patterns

Designing for spatial computing requires abandoning assumptions from 2D interface design. The user’s workspace is now the entire room, depth is a design dimension, and interaction happens through gaze, hand gestures, and voice rather than mouse clicks.

Spatial Layout Principles

Content placement. Place primary content within the user’s comfortable viewing zone — roughly 60 degrees horizontally and 40 degrees vertically from the center of gaze, at a distance of 1-2 meters. Content outside this zone requires head movement to access and should be reserved for secondary or reference information.

Depth as information hierarchy. Closer content is more important, more urgent, or more frequently accessed. Background content provides context. This mirrors how we perceive importance in the physical world and requires no learning.

Spatial persistence. Users expect objects placed in their environment to stay where they put them. When a user positions a dashboard next to their desk, it should be there when they return. Spatial anchors (device-specific APIs that bind virtual content to physical locations) enable this.

Avoiding clutter. The temptation in spatial computing is to use all available space. Resist this. A room filled with floating windows and 3D models is as overwhelming as a desktop with 50 open windows. Follow the principle of progressive disclosure — show what is needed now, make the rest accessible but not visible.

Interaction Design

Eye tracking as input. On Vision Pro, eye tracking is the primary pointing mechanism. Design targets at least 60pt in size for eye targeting. Avoid placing interactive elements too close together — eye tracking accuracy is lower than touch or mouse pointing. Use hover states (visual feedback when the user looks at an interactive element) to confirm targeting before the user commits to an action.

Hand gesture vocabulary. Keep gestures simple and discoverable. The pinch gesture (thumb to index finger) is the universal “select” action. Avoid requiring complex hand poses — they are unreliable in tracking and difficult for users to learn. For actions beyond basic selection, use spatial menus that appear near the user’s hand.

Voice commands. Voice is the most efficient input for actions that are hard to express through gestures — text entry, system commands, and complex queries. Integrate voice input as a complement to gesture-based interaction, not a replacement.

Direct manipulation. When possible, let users interact with 3D objects directly — grab, move, rotate, scale. This is intuitive and requires no instruction. Reserve indirect manipulation (buttons, sliders, menus) for actions that don’t have a natural physical analogue.

Performance Optimization for Spatial Applications

Frame rate is more critical in spatial computing than in any other medium. Below 72 FPS (90 FPS preferred), users experience motion sickness and discomfort. This sets hard performance budgets.

  • Polygon budgets. Aim for 100,000-500,000 polygons per scene for mobile AR, up to 2 million for Quest 3, and up to 5 million for Vision Pro. These are total scene limits, not per-object.
  • Texture compression. Use ASTC compression for textures. Reduce texture resolution for objects at greater distances (mipmapping).
  • Level of detail (LOD). Swap high-detail models for simpler versions as the user moves away. Aggressive LOD management is essential for scenes with many objects.
  • Occlusion culling. Don’t render objects that are behind other objects or outside the user’s field of view. Spatial computing engines (Unity, RealityKit) provide built-in occlusion culling, but scene design must support it — large monolithic meshes defeat culling.
  • Shader complexity. Standard PBR (Physically Based Rendering) shaders are appropriate for most enterprise use cases. Avoid custom shaders with complex math operations per pixel — they destroy frame rates on mobile hardware.

High-ROI Enterprise Use Cases

Remote Assistance

A field technician wearing AR glasses sees their environment with diagnostic overlays and annotations drawn by a remote expert. The expert sees what the technician sees (through the headset’s cameras) and can place arrows, circles, and instructions directly in the technician’s field of view.

ROI case. The average cost of dispatching a specialized technician is $500-$1,000 (travel, time, opportunity cost). Remote assistance resolves 40-60% of issues without dispatching, at a cost of $50-$100 per session. For an organization handling 1,000 service calls per month, the annual savings are $2-5 million.

Technical requirements. Low-latency video streaming (WebRTC), spatial annotation that stays anchored to physical objects (SLAM-based tracking), and integration with knowledge base and parts inventory systems.

Training and Skills Development

Spatial computing excels for training on physical tasks — equipment operation, surgical procedures, assembly processes, safety protocols. Trainees practice in a realistic environment without risk to equipment, patients, or production.

ROI case. Traditional equipment training takes operators off production for 40-80 hours. VR-based training reduces this by 30-50% (peer-reviewed data from PwC and Boeing studies). For a manufacturing company training 200 operators per year at a production value of $100/hour, a 35% reduction saves $280,000-$560,000 annually. The additional benefit is that trainees can practice rare or dangerous scenarios that are impossible to replicate in real-world training.

Technical requirements. High-fidelity 3D models of equipment with interactive components. Physics simulation for realistic object behavior. Progress tracking and assessment systems. Multi-user capability for instructor-led sessions.

When we built BELGRAND ScoreMaster — a real-time sports scoring application — the emphasis on low-latency data processing and multi-user synchronization directly parallels the requirements for collaborative spatial training environments. Both domains require sub-second data propagation across multiple connected clients with guaranteed consistency.

Digital Twins Overlay

Overlaying real-time operational data onto physical equipment and infrastructure using AR. A maintenance engineer looks at a pump and sees its temperature, pressure, vibration levels, and maintenance schedule floating beside it. A warehouse manager sees inventory levels overlaid on storage locations.

ROI case. Digital twin overlays reduce mean time to diagnosis by 25-40% (data from Deloitte and PTC case studies). For complex manufacturing or process environments, this translates to reduced downtime, faster maintenance, and fewer errors.

Technical requirements. IoT data integration (real-time sensor feeds displayed in AR), spatial mapping to accurately position overlays on physical equipment, and content management for maintaining overlay configurations as equipment changes.

Warehouse and Logistics Picking

AR-guided picking in warehouses and distribution centers. The headset displays the optimal route through the warehouse and highlights the correct bin location for each pick.

ROI case. AR-guided picking improves accuracy by 25-30% and speed by 15-25% compared to traditional pick lists (DHL and Ricoh case studies). For a warehouse handling 10,000 picks per day with a $0.50 cost per error, eliminating 25% of errors saves $450,000+ annually.

Technical requirements. Integration with warehouse management systems (WMS), indoor positioning (Bluetooth beacons, UWB, or visual SLAM), barcode/QR scanning through the headset camera, and all-day battery life (current headsets need swappable batteries or tethered power for full-shift operation).

Surgical Planning and Medical Visualization

Surgeons visualize patient anatomy in 3D from CT/MRI data before and during procedures. Structures that are difficult to understand from 2D scans become obvious when viewed as a spatial model that can be rotated, sectioned, and explored.

ROI case. Spatial surgical planning reduces operative time by 10-20% and improves outcomes for complex cases (Johns Hopkins and Stanford studies). Reduced operative time directly reduces costs ($30-$100 per minute of operating room time) and reduces patient risk.

Technical requirements. DICOM data import and 3D reconstruction, sub-millimeter registration accuracy for intraoperative use, compliance with medical device regulations (FDA Class II for surgical planning software), and sterile interaction methods.

3D Asset Pipeline

Enterprise spatial computing applications require 3D assets — models of equipment, environments, products, and anatomical structures. The asset pipeline determines how efficiently you can create, manage, and deploy these assets.

Asset Creation

  • CAD conversion. Most manufacturing and engineering organizations have existing CAD models (SolidWorks, AutoCAD, Catia). Converting CAD to real-time 3D formats (glTF, USDZ) requires polygon reduction, material conversion, and LOD generation. Tools like PiXYZ (Unity), Datasmith (Unreal), and Reality Converter (Apple) handle this conversion.
  • Photogrammetry. Creating 3D models from photographs of real-world objects. Apple’s Object Capture API and tools like RealityCapture produce high-quality models from iPhone LiDAR scans or multi-angle photographs.
  • 3D scanning. Handheld scanners (Artec, Faro) for high-precision models of equipment and facilities. LiDAR scanning for large-scale environments (factory floors, building interiors).
  • Manual modeling. For assets that don’t exist physically or where scans are impractical. Blender (open source), Maya, and 3ds Max are the standard tools.

Asset Management

Enterprise spatial applications may involve thousands of 3D assets. You need:

  • Asset versioning. Track changes to models over time, linked to real-world equipment updates.
  • Quality tiers. Multiple resolution versions of each asset for different platforms and use cases.
  • Metadata. Tagging assets with equipment IDs, locations, maintenance schedules, and other operational data.
  • Content delivery. Streaming 3D assets on demand rather than bundling everything into the application. This reduces app size and allows updates without redeployment.

Format Standards

  • glTF 2.0 / GLB. The “JPEG of 3D” — the most widely supported real-time 3D format. Supported by all major spatial computing platforms.
  • USDZ. Apple’s preferred format for Vision Pro and ARKit. Based on Universal Scene Description (USD) from Pixar.
  • FBX. Legacy format still used as an interchange format between DCC tools and game engines. Being gradually replaced by glTF and USD.

Spatial Anchoring and Persistence

For AR overlays to be useful, virtual content must stay precisely aligned with the physical world — not just within a single session, but across sessions and across users.

Types of Anchors

Session anchors. Virtual content is positioned relative to the device’s understanding of the physical space during the current session. Accurate within the session but lost when the app closes. Sufficient for short-duration use cases (guided assembly, remote assistance sessions).

Persistent anchors. Virtual content survives app restarts and device reboots. The device re-localizes against the physical environment on startup and restores anchor positions. Platform-specific: ARKit persistent anchors, Meta Spatial Anchors, Azure Spatial Anchors.

Cloud anchors. Virtual content is shared across devices. Multiple users see the same virtual content in the same physical locations. Essential for collaborative use cases. Google Cloud Anchors (ARCore), Azure Spatial Anchors, and Apple SharePlay for visionOS provide this capability.

Precision Requirements by Use Case

Use Case Required Accuracy Anchor Type
Data dashboards near equipment 10-20 cm Session or persistent
Step-by-step assembly guidance 2-5 cm Persistent
Maintenance overlay on specific parts 1-2 cm Persistent with fiducial markers
Surgical planning overlay Under 1 mm Specialized registration systems
Warehouse bin location 5-10 cm Cloud anchors with indoor positioning

For precision below 2 cm, supplement device SLAM with fiducial markers (QR codes, ArUco markers) placed at known positions on equipment. The marker provides a precise anchor point that is more reliable than environmental feature tracking alone.

Development Frameworks and Tools

Unity

The most widely used engine for enterprise spatial computing. Supports every major XR platform (Quest, Vision Pro via PolySpatial, HoloLens, mobile AR). Strengths: massive asset library, extensive XR toolkit, C# development, large developer community. The Unity XR Interaction Toolkit provides standardized interaction patterns across platforms.

Unreal Engine

Higher visual fidelity than Unity, better suited for applications where photorealism matters (architectural visualization, automotive design review). C++ development with Blueprint visual scripting. Less cross-platform XR support than Unity but excellent for Quest and desktop VR.

RealityKit / SwiftUI (Vision Pro native)

For Vision Pro-exclusive applications, native development provides the best integration with visionOS features and the highest performance. SwiftUI for 2D interface elements, RealityKit for 3D content. The tradeoff is platform lock-in.

WebXR (Three.js, A-Frame, Babylon.js)

For cross-platform spatial web applications. Lower performance ceiling but no app store deployment, instant updates, and broad device support. Best for product visualization, training modules, and collaborative experiences where participants use different devices.

Cost Considerations

Component Cost Range
AR proof of concept (single use case, single platform) $30,000 - $80,000
Production AR application (single use case, multi-platform) $80,000 - $250,000
Enterprise spatial platform (multiple use cases, integrations) $200,000 - $600,000
3D asset creation (per complex equipment model) $2,000 - $15,000
Hardware (per headset) $499 - $3,499

Hidden costs to budget for:

  • 3D asset creation and management (often exceeds software development cost for content-heavy applications).
  • Device management infrastructure.
  • User training and change management.
  • Ongoing content updates as physical environments and equipment change.

Getting Started

If you are evaluating spatial computing for your organization, follow this approach:

  1. Identify the pain point, not the technology. Start with a specific problem — “technicians spend 4 hours per site visit that could be resolved remotely” — not “we want to use AR.” The problem determines whether spatial computing is the right solution.
  2. Run a pilot with measurable metrics. Define success criteria before starting. First-call resolution rate, training time reduction, picking accuracy improvement, operative time reduction — pick the metric that matters for your use case and measure it.
  3. Choose the simplest platform that solves the problem. If mobile AR on existing phones solves it, don’t buy headsets. If WebXR handles the use case, don’t build a native app. Complexity increases cost and reduces adoption.
  4. Plan for content management. The software application is one cost. Creating, updating, and managing the 3D content that the application displays is an ongoing operational cost that many organizations underestimate.

Spatial computing for enterprise is past the hype cycle. The organizations seeing returns are those treating it as an engineering tool — solving specific, measurable operational problems — rather than as a technology showcase. The hardware is ready. The development tools are mature. The remaining challenge is identifying the right problems and building software that solves them better than any flat-screen alternative can.

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Dragan Gavrić

Dragan Gavrić

Co-Founder & CTO

Co-founder of Notix with deep expertise in software architecture, AI development, and building scalable enterprise solutions.