Enterprise-Grade
AR VR Solutions
Engineered for Scale.
We build immersive AR VR ecosystems that bridge the gap between legacy enterprise systems and next-gen digital agility. Powered by iOS, Unity, and ARKit, our team engineers complex simulations, industrial digital twins, and spatial computing platforms that move global industries forward.
The tech core
Native Performance.
Zero Latency.
A production-grade AR VR pipeline for immersive enterprise systems — engineered for deterministic performance, real-time telemetry, and headset-ready spatial interaction across iOS, Unity, and headset ecosystems.
We build physics-accurate 3D environments for enterprise training, industrial simulation, and immersive visualisation. Our Unity development pipelines handle real-time lighting, advanced physics (PhysX), and spatial audio (HDRP) to deliver enterprise-grade AR/VR experiences that feel real, perform fast, and scale reliably.
UNITY · PHYSX · HDRPLeveraging Swift, ARKit, and SceneKit, we engineer native iOS AR applications with seamless ARKit performance on Apple silicon. Full support for LiDAR-equipped iPhone Pro and iPad Pro — built for spatial computing, AR visualisation, and enterprise field deployments.
SWIFT · ARKIT · SCENEKITOverlay real-time analytical data directly onto your virtual models for live operational intelligence. Every connected sensor — pressure, temperature, vibration, throughput — feeds straight into your AR/VR digital twin environment, enabling predictive monitoring and immersive system health visualisation in true real time.
REALTIME · WEBGL · WEBSOCKETOverlay Your Dream
on Top of our Code.
project specs with our engineering team at hi@shivlam.com.
Specialisation use cases
From 3D Reconstruction
to Digital Twins.
Three production-ready AR VR workflows — each engineered for fast stakeholder alignment, precise spatial QA, and operational training at enterprise scale.
High-fidelity Revit and IFC model exploration for stakeholder validation. Walk through the unbuilt at true scale — before ground is broken.
Immersive 3D environments to detect structural and MEP conflicts in real-time. Walk to the exact clash point — spatially resolved in AR.
Complex logic setups for industrial operations and maintenance training. Physics-accurate simulations that reduce onboarding time and safety incidents.
Shivlam identity
Bharat-Based
Global Innovation.
Proudly engineered in Bharat, deliveringscalable AR VR and immersive tech servicesto the global market. Our team blends 10+ years of corporate leadership with 50+ successfully shipped projects spanning AR, VR, mobile, and enterprise platforms — building immersive ecosystems trusted across continents.
“We engineer high-performance immersive ecosystems that bridge the gap between legacy stability and next-gen agility.”
Let's Construct!
Tell us what you want
to build.
A short brief is enough. We will come back with scope, timeline and a real estimate.
FAQ
What teams ask before building an AR or VR product.
What kinds of AR and VR products do you build?
Field tools for construction and industry, training and simulation, product visualisation, and immersive review environments. Both headset and phone-based.
Which platforms do you target?
Apple Vision Pro and Meta Quest for headsets, and iPhone, iPad and Android for handheld AR. We advise on which fits your users before we build.
Do we need a headset for every user?
Usually not. Most projects put the heavy work on a few headsets and give everyone else a phone or tablet version, which is far cheaper to roll out.
How do you handle motion sickness in VR?
By designing for it: stable frame rates, comfortable locomotion, and short sessions by default. We test with people who are sensitive to it, not just the team.
Can it integrate with our existing systems?
Yes. AR and VR products are usually most useful when connected to the data you already hold, so we build against your APIs rather than around them.
How do you prove it works before full build?
A prototype on real hardware with your content. Immersive work is hard to judge from a document, so we get something on a headset early.
