We develop mobile VR simulators that turn training into a realistic experience. Simulation quality matters more than graphical realism—the brain engages the same motor patterns as in real work. One project for an oil company: operators mastered new equipment in 3 days instead of 2 weeks, and the number of errors on the real site dropped by 50%. Request a free consultation to evaluate the potential for your business.
How Mobile VR Training Accelerates Personnel Preparation
VR simulators reduce training time by up to 60% through immersion in a near-real environment. Studies show that retention rate after 3 months post-VR training is 80%, compared to 20% for lectures and 30% for video. Thanks to the VR simulator, our employees reach full productivity twice as fast—this is feedback from a client in industrial service. Contact us to discuss your scenario.
Types of Training Scenarios and Their Technical Requirements
Different training scenarios require different architectural solutions:
| Simulation Type | Technical Focus | Key Challenges |
|---|---|---|
| Step-by-step procedures | Sequence, step validation | State machine, fail conditions |
| Emergency situations | Time pressure, stress test | Timers, branching scenarios |
| Soft skills / communication | Dialogue trees, NPCs | AI dialogue, facial animation |
| Technical maintenance | Object manipulation | Interaction system, physics |
| Spatial orientation | Navigation in 3D | Spatial audio, waypoints |
How to Choose the Interaction Type for Mobile VR
Google Cardboard has a single button. For full object manipulation, you need either an additional Bluetooth device (gamepad) or build interaction solely on gaze + dwell. Gaze-based interaction: the user looks at an object, a progressive indicator appears (filling ring), and after 1.5–2 seconds—activation. For step-by-step training, this works well because each step is already predetermined—no need to deal with arbitrary manipulation.
| Method | Equipment | Implementation Complexity | Learning Speed |
|---|---|---|---|
| Gaze + dwell | Headset only | Low | Medium |
| Bluetooth controller | Headset + gamepad | Medium | High |
| 6DoF (Meta Quest) | Headset + controllers | High | Very high |
Scenario Engine: State Machine for Training Scenes
A training module is always a branching scenario with success conditions, errors, and transitions. A rigid script doesn't work: you need to track user actions and react.
// Unity: ScenarioManager based on ScriptableObject
[CreateAssetMenu(menuName = "Training/Scenario")]
public class TrainingScenario : ScriptableObject {
public List<TrainingStep> steps;
public int currentStepIndex;
public TrainingStep CurrentStep => steps[currentStepIndex];
public StepResult ValidateAction(TrainingAction action) {
var step = CurrentStep;
if (step.RequiredAction == action) {
currentStepIndex++;
return currentStepIndex >= steps.Count
? StepResult.ScenarioComplete
: StepResult.StepComplete;
}
step.ErrorCount++;
return StepResult.WrongAction;
}
}
TrainingAction is an enum of all possible user actions: GrabObject, PressButton, NavigateTo, ConfirmChoice. Each step can have hints that appear when ErrorCount > threshold.
What Matters When Developing Training Scenarios
Key elements: clear step sequence, error control with hints, ability to repeat failed steps, and scenario completion with result calculation. In emergency simulations, timers and random events are added. For soft skills—dialogue trees with NPCs.
What Metrics Are Collected During Training
Training without progress measurement is useless. Every user action is logged:
public struct TrainingEvent {
public string userId;
public string scenarioId;
public int stepIndex;
public TrainingAction action;
public bool isCorrect;
public float timeSpent;
public int attemptNumber;
public DateTimeOffset timestamp;
}
Metrics based on this data:
- Completion rate—how far the user progresses
- Error rate per step—where errors occur most often (reason to improve instructions or UI)
- Time-to-complete—improvement trend with each repetition
- Drop-off points—at which step users leave
Data is sent asynchronously to analytics (Firebase, custom backend). Batch transmission upon network recovery.
Spatial Audio as an Instructor
In training simulations, sound is not just background. A voice instructor narrates instructions. Positional audio directs attention: sounds from the target object are louder when the user turns in the right direction. On Android—Resonance Audio SDK. On iOS—AVAudioEnvironmentNode with positional sources. Subtitles are mandatory: some users use devices without headphones.
Content Updates Without Recompilation
Training scenarios change: new equipment, updated regulations. The Asset Bundle system in Unity allows loading new 3D assets and ScenarioScriptableObjects from the server without updating the app in the Store.
// Loading new training module as Asset Bundle
async Task<TrainingScenario> LoadScenarioBundle(string bundleUrl) {
var bundle = await AssetBundle.LoadFromUriAsync(bundleUrl);
return bundle.LoadAsset<TrainingScenario>("scenario");
}
Our Work Process
- Analyze training content: domain, action types, required metrics.
- Develop scenario engine: state machine, steps, success/error conditions, hints.
- 3D content: create or adapt equipment models, environment.
- Gaze interaction system, spatial audio instructor.
- Analytics: event logging, backend submission, progress dashboard.
- Asset Bundle system for updating modules without release.
At each stage, you receive a demo version for testing. Contact us to discuss your project details.
What Is Included in the Deliverable
- Application source code (Unity/C#) with documented scenario engine
- 3D models and assets with usage rights
- Analytics system with dashboard (Firebase or custom backend)
- LMS integration via SCORM/xAPI or REST API
- Instructions for creating and loading new modules via Asset Bundle
- Support during deployment and a 3-month warranty
Estimated Timeframes
One training module with a linear scenario and gaze interaction: 2–4 weeks. A platform with multiple modules, analytics, LMS integration, and content update system: 2–4 months. Our team has 5+ years of experience in VR development and has completed over 20 projects for industry. Get a consultation—contact us to discuss the details.







