---
title: "XR builds: virtual, augmented and mixed reality prototypes"
description: "Headset scenes, spatial interfaces and phone AR, walked through by the people who will use them before production begins. Choose VR, AR or MR."
canonical: https://peopletechrevolution.com/fast-builds/xr-ar-mr-vr-builds
---

<!-- Machine-readable copy of https://peopletechrevolution.com/fast-builds/xr-ar-mr-vr-builds. The HTML at that URL is the
     canonical document; this file is the same words without the markup. -->

[Fast Builds](https://peopletechrevolution.com/fast-builds) / XR builds

# XR builds: virtual, augmented and mixed reality

Headset scenes, spatial interfaces and phone AR, walked through by the people who will use them before production begins. Choose virtual reality (VR), augmented reality (AR) or mixed reality (MR) after standing in it.

The idea

## Stand in it before anyone builds it

A headset scene, a spatial interface or a phone AR layer is judged best by the people who will use it, in the space it is for. An XR fast build puts a working version in their hands before production begins.

A virtual part aligned on a real table.

A floor plan model viewed through a phone.

Virtual hands reach for the controls.

The formats

## VR, AR or MR: what each suits

The formats differ in how much of the real room stays in view. Pick after standing in it.

A built room, seen from inside the headset.

### Virtual reality: a room you can stand in

The headset replaces the room, so the scene is all a person sees: a ward, a depot, a stage set or a site that is not built yet. See [virtual reality](https://peopletechrevolution.com/xr/virtual-reality).

A 3D model rises out of a phone.

### Augmented reality: the world with a layer on it

The real world stays in view and digital content sits on top of it, on the phone already in the pocket, a tablet or smart glasses. See [augmented reality](https://peopletechrevolution.com/xr/augmented-reality).

A virtual instrument resting on a real table.

### Mixed reality: the real room with virtual objects

A headset that sees the room anchors virtual objects to real surfaces, so they sit on the bench, on the wall or behind the chair. See [mixed reality](https://peopletechrevolution.com/xr/mixed-reality).

Route arrows laid over a warehouse floor.

A virtual panel anchored to a real wall.

A shape placed in an empty gallery.

How a build runs

## Brief, block-out, walk-through, decide

The same fast-build rhythm as every other type, with a headset in the room from the start.

A wall of notes at the brief.

### The brief

You bring the problem, the people who will use it and the decision the build has to support. Together we agree what the scene has to let someone do, and which format fits.

An untextured scene, blocked out in grey.

### The block-out

The space goes in as plain shapes at full scale: walls, benches, a doorway, a panel. A wrong dimension shows in the headset, so it is fixed before any art is made.

Walking an unfinished room in the headset.

### An early walk-through in the headset

The people the build is for put the headset on and walk the scene. We watch what they do with it, not what they say about it, and change the scene to match.

The scene shown on a tablet, headset on.

### Decide

The decision is made on something people have stood in: stop, refine, or go on to production as a [rapid custom build](https://peopletechrevolution.com/fast-builds/rapid-custom-builds). Every change traces back to something seen in the walk-through.

Working together

## What you bring, and what comes back

Your rooms and your people shape the scene; a working build is what you leave with.

A team works around a table of models.

### What you bring

The situation, the people who live with it and what cannot change: the headsets or phones you own, the space it runs in, the date it is needed. [Headsets and equipment](https://peopletechrevolution.com/training/headsets-and-equipment) covers the devices, and [innovation teams](https://peopletechrevolution.com/work/innovation-teams) gathers the evidence a sign-off asks for.

A practice partner waits between office partitions.

### What comes back

A working scene your own people have already used, the notes from watching them, and a clear answer on whether to go further. Ready-to-run titles sit in the [PTR VR Library](https://peopletechrevolution.com/xr/ptr-vr-library).

How we build

## Built in Unity, Unreal Engine and WebXR

PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser. The device and the room decide the engine.

Rigging a character across screen and tablet.

A build checked across desks and devices.

An anchor rechecked with a mounted camera.

A phone build handed across the table.

### Bring the room you need to test

Tell us the space, the people and the decision the build has to support. Browse the other [Fast Builds](https://peopletechrevolution.com/fast-builds) types too. [Talk to us](https://peopletechrevolution.com/talk-to-us) or [book a time with our team](https://calendly.com/simon-ptrvr/30min?utm_content=fbxrbuilds).

Planning an XR build?

[Open the contact form](https://peopletechrevolution.com/fast-builds/xr-ar-mr-vr-builds#contact)
Ask our CEO Simon Lowe’s Digital Twin a question

Related pages

- [Fast Builds](https://peopletechrevolution.com/fast-builds)

- [Rapid custom builds](https://peopletechrevolution.com/fast-builds/rapid-custom-builds)

- [Computer vision](https://peopletechrevolution.com/fast-builds/computer-vision)

- [XR](https://peopletechrevolution.com/xr)

- [PTR VR Library](https://peopletechrevolution.com/xr/ptr-vr-library)

- [Innovation teams](https://peopletechrevolution.com/work/innovation-teams)
