One foundation, multiple experiences

The right view
for every role.

Build from a shared Unity geospatial foundation, then engineer the interface, data profile and performance budget for command-center desktops, field devices, browsers, AR headsets and immersive VR systems.

DesktopWindows planning and command
MobileiOS, iPadOS and Android
ImmersiveAR headsets and VR goggles
WebPWA and browser delivery profile

Target experiences

Match the modality to the operational job.

Cross-platform does not mean forcing the same interface onto every screen. GeoVerse3D delivery profiles share data and domain logic while adapting interaction, rendering, storage and connectivity to the device.

Delivery targetBest suited forExperience profileValidation focus
Windows
Baseline target
Command center, planning cell, analyst and content preparationHigh-density 2D/3D layers, local processing, enterprise data access, TAK operations and multi-window workflowsCurrent repository native libraries target Windows x64; signed build, hardware and soak acceptance remain required.
iOS + iPadOS
Delivery profile
Mobile briefing, field review, touch-first planning and AR-assisted workflowsFocused layer controls, touch interaction, camera/location integration, selective local packages and role-specific toolsApple signing, ARKit/device matrix, native dependencies, memory, battery, storage and background behavior.
Android
Delivery profile
Rugged field devices, tactical tablets, mobile awareness and ARCore workflowsTouch-first scene navigation, controlled network access, local mission context, TAK-connected views and sensor integrationCPU/GPU tiers, Android versions, OpenXR/ARCore devices, native libraries, permissions, certificates and field-network behavior.
AR headsets
Delivery profile
Spatial guidance, maintenance, mission orientation and shared physical-space reviewWorld-anchored content, hands or controllers, selective layers, heads-up alerts and task-centered interactionsTracking environment, anchors, ergonomics, safety, field of view, occlusion, network and device-specific XR runtime.
VR goggles
Delivery profile
Immersive rehearsal, training, terrain familiarization and collaborative simulationOpenXR-based immersive scene, locomotion, controllers, role-based overlays, scenario playback and instructor controlsHeadset/runtime matrix, frame time, comfort, input, multi-user architecture and scenario fidelity.
PWA / browser
Delivery profile
Lightweight briefing, distribution, browser-based review and installable web accessWebGL or web-native presentation shell, streamlined layers, responsive controls, managed caching and link-based accessBrowser/WebGL constraints, memory, threading, native-plugin alternatives, offline cache policy, authentication and hosting.

Shared foundation

Reuse the core. Redesign the interaction.

SHARED

Data and spatial logic

Reuse approved layer definitions, coordinate handling, mission objects, spatial operations and domain rules across delivery targets.

ADAPTED

Interface and input

Design for mouse, keyboard, touch, controllers, hands, gaze or browser input rather than shrinking one desktop UI.

VALIDATED

Performance and security

Set device-specific memory, frame-time, data-size, storage, network, certificate and accessibility acceptance criteria.

Delivery sequence

Choose the role before the device.

Define the operational job

Identify who is using the experience, where they work, what decisions they make and which data must remain available.

Select a modality profile

Choose desktop, mobile, browser, AR or VR based on interaction and environment—not novelty.

Fit the data budget

Decide what stays local, what streams, what is cached, which formats need adapters and how level of detail changes by device.

Adapt controls and visualization

Design the layer controls, navigation, selection, alerts, collaboration and recovery flow for the input method and screen.

Prove on target hardware

Build, sign and test the exact player on the exact device with realistic data, network conditions and mission workflows.

Target-capable is not target-validated.

The Unity project contains OpenXR, AR Foundation, ARCore and ARKit configuration assets plus platform settings for desktop, mobile and WebGL. The current accepted baseline is still Windows x64. Every other modality requires its own native dependencies, build, signing, device, performance and security evidence.

Bring the users.
We’ll shape the modality.

Start with roles, field conditions, data and interaction needs. Then choose the target devices that make those workflows stronger.

Plan a delivery profile