Skip to content

VR authoring, end to end

Unity prefabs in.
Headset-ready training out.

Your developers publish prefabs from Unity. Your training team builds the scenario in a browser. Trainees type a code into a headset and start.

Author in any browser. No headset needed to build one.

  1. Unity
  2. Browser
  3. Headset
  4. Analytics
onDoorOpenADD_SCORE 100code 7K4Q

Where GVR is used and what it replaces

Built for hands-on training in

  • Manufacturing
  • Rail & transit
  • Energy & utilities
  • Healthcare
  • Emergency response
  • Field service
  • 0Unity seats

    for the people who build the training. Authors work in a browser; the engine licence stays with the two developers who need it.

  • 1build, every headset

    The published manifest is the only thing a device downloads. Add a headset to the room and it joins with a code, not an install.

  • 14event types captured

    from session start to scene exit, gaze and grab included — without an LMS integration project standing between you and the data.

The pipeline

Four surfaces. One manifest.

A prefab exported on Monday is on a trainee's head on Tuesday, and the results are on your dashboard that night.

  1. 01Unity

    Author the prefab

    Developers build interactive prefabs in Unity — a door that opens, a valve that leaks — and export them with the events and actions they expose.

    hands offbundle + glb + manifest.json

  2. 02Browser

    Build the scenario

    Authors drag those prefabs into 3D scenes and wire the logic visually. No code, no Unity licence.

    hands offpublished build, version 3

  3. 03Headset

    Deliver by code

    Publish, then read a code out to the room. Trainees type it into the headset and the module runs. No sideloading.

    hands offdevice session, streaming

  4. 04Analytics

    See what actually happened

    Every gaze, grab and score comes back timestamped — so “did the training work” finally has an answer.

    outputrollups, exports, pass rates

What you get

Everything between the prefab and the report

GVR is not a headset app with a web dashboard bolted on. The authoring tool, the runtime contract and the analytics were designed against one another.

  • 360° environments

    Upload a 360 photo or video and it becomes the world.

    SKYBOX_360 · COLOR · MODEL

  • Drag-and-drop authoring

    Drag from the library onto the canvas. Move, rotate and scale with a real gizmo.

    W / E / R · snap · undo

  • Visual action logic

    Wire what happens when a trainee acts — score, reveal, branch. No code.

    15 step types · conditions

  • GVR library

    Everything your developers publish, versioned and shared. Authors reuse; they never rebuild.

    versioned · org-scoped

  • Delivery by code

    Publish a build, hand out a code. The headset does the rest.

    TEST + TRAINING codes

  • Training analytics

    Every gaze, grab and answer — per trainee, per scene, across a cohort.

    per-scene dwell · pass rates

For developers

Your prefab is the API

GVR does not ask your developers to learn an authoring tool. It asks them to export a prefab that describes itself — and everything the training team can build is generated from that description.

Declare, do not document
Attribute a C# method and it becomes an action. Raise a GVR event and it becomes an event. The export writes both into the manifest, so the authoring UI can only ever offer authors things your prefab genuinely does.
Two artefacts, one export
An AssetBundle for the headset runtime and a GLB for the browser preview, built from the same prefab in the same pass. Authors get a real mesh to place; the trainee gets the real thing.
Versioned, never overwritten
Every export is a new version. Published builds pin the version they were authored against, so shipping v5 of a door cannot change a scenario that went live on v4.
Read the developer guide
fire-door-type-b/manifest.jsonjsonc
{
  "manifestVersion": 1,
  "name": "Fire Door, Type B",
  "slug": "fire-door-type-b",
  "version": 4,
  "unityVersion": "2022.3.44f1",
  "targetPlatforms": ["android-quest", "windows-openxr"],
  "bundleKey": "prefabs/fire-door-type-b/4/bundle.unity3d",
  "glbKey": "prefabs/fire-door-type-b/4/preview.glb",

  // What the prefab can TELL the scenario.
  "events": [
    { "key": "onDoorOpen", "label": "Door opened" },
    { "key": "onDoorClosed", "label": "Door closed" },
    { "key": "onHandleGrab", "label": "Handle grabbed",
      "payloadSchema": { "hand": "left | right" } }
  ],

  // What the scenario can TELL the prefab.
  "actions": [
    { "key": "OpenDoor", "label": "Open door" },
    { "key": "LockDoor", "label": "Lock door",
      "paramsSchema": { "durationMs": "number" } }
  ]
}

This file is the whole contract. The portal reads it to populate the event dropdown in the Actions tab; the headset runtime reads it to know which action keys it can be asked to invoke.

Pricing

Priced per organization, not per headset

Headsets get bought and reallocated; charging by device makes a training programme expensive to grow. Every plan includes unlimited trainees.

  • Bronze

    £TBCper month, billed annually

    A single training function getting its first scenarios onto headsets, with the hardware to run them.


    • Start kit: 2 headsets included
    • 3 authors in one organization
    • 5 presentations, 10 prefabs
    • 25 GB of assets
    • TEST access codes
    • 30 days of analytics retention
    Talk to us
  • Most teams start here

    Silver

    £TBCper month, billed annually

    For a training function running real cohorts on a schedule and reporting on the results afterwards.


    • Start kit: 5 headsets included
    • Unlimited authors and presentations
    • Unlimited prefabs, 500 GB of assets
    • TRAINING codes and scheduled sessions
    • Owner / Admin / Author / Viewer roles
    • 12 months of analytics retention
    • Per-participant timelines and cohort rollups
    Talk to us
  • Gold

    £TBCannual agreement

    For organizations with several training functions, a compliance team, and opinions about where the data lives.


    • Start kit: headsets to your rollout plan
    • Multiple organizations under one agreement
    • Choice of asset storage region
    • Custom analytics retention and export
    • Unity SDK onboarding for your engineers
    • Priority support with a named contact
    Talk to us

Full plan comparison and FAQ

Put a prefab on a headset this week

Create an organization, upload one prefab, build one scene, generate a test code. That is the whole loop, and it takes an afternoon.

Email and password. No card, no sales call.