Our Solutions
AR Staging with Apple Vision Pro. AR staging lets the buyer walk through a decorated apartment before construction exists. At the sales gallery, they put on Apple Vision Pro and explore the unit at real scale, swapping finishes and changing window views per floor. They compare unit types with natural gestures. The agent can also bring the device to the buyer's home for an in-person demo. On the construction site, the staging projects onto the slab under construction, so the buyer sees the finished apartment exactly where it will be delivered. A physical model unit costs $90K to $720K (Exame, 2023). R2U's digital version is ready in 4 to 14 weeks. Coelho da Fonseca already uses the technology in luxury launches in São Paulo.
Meet R2U's most complete pre-construction sales solution: the Interactive 3D Sales Platform
A visual, interactive, multi-device experience built to transform how developers, builders, and brokers present their projects. In immersive rooms, sales gallery touchscreen kiosks, tablets, laptops, mobile phones, or directly on the website, the platform brings together the 3D model, floor plans, units, facade, common areas, location, views, sunlight, and finish customization in a clearer, more modern, and more engaging buyer journey.
Holographic 3D Model of the entire development
The Holographic 3D Model projects the full development on a tabletop or at full scale on the construction site. With Apple Vision Pro, the buyer rotates the building and selects units by floor. They explore floor plans with furniture and finishes while the facade appears under natural lighting. The web version (immersive 3D model) runs on iPhone, iPad, and the developer's site, accessible by link or embed, no app install. Buyers swap floors, countertops, and tiles in both versions, headset or browser. Tegra, MPD, and Vincere use it in active launches. A high-end physical scale model takes 2 to 5 months and can exceed $90K (Exame, 2023). The digital version is ready in 4 to 14 weeks and is reusable across developments.
3D Renders, 360 Tours, and Animated Films. R2U's 3D renders cover facades, interiors, common areas, and every unit type of the development, with photo-real quality. Images work as sales collateral, content for the developer's site, and social media posts. 360 virtual tours run in the browser: agents share the link by WhatsApp and buyers explore each room from any device. 62% of buyers look for 3D tours before scheduling a visit (Zillow, 2024). Animated films show the project in motion, with people moving through common areas and day-to-night lighting, including facade flyovers. Every format comes from the same 3D model that powers AR Staging and the 3D Sales Platform, reducing production time and cost for the full package.
Augmented Reality for e-commerce and retail. With R2U's AR, shoppers point their phone at a room and place furniture, appliances, or tiles at real scale in their own space. Runs in the browser, no app required. Mobly saw over 80% higher conversion and over 115% higher time on page after adding the technology to its e-commerce (Liga Ventures). On Shopify, products with AR convert 94% more than those without (Shopify, 2025). Leroy Merlin, Portobello, Electrolux, and Docol also use R2U's technology in their digital channels. Integration takes a few lines of code, supporting VTEX, Shopify, and Magento. Shoppers see the sofa in the living room or the faucet on the counter before buying — which reduces returns and grows purchase confidence.
Interactive 3D Product Viewer on the product page. The 3D product viewer replaces dozens of product photos with an interactive model shoppers rotate and zoom, exploring textures, colors, and proportions true to the real item. In retail, Mobly, Electrolux, and Docol use R2U's viewer on their product pages: one model shows every color and finish variation without leaving the page. In real estate, the same viewer appears on the development's site so buyers can compare flooring, countertop, and tile materials in each room before signing. Runs on phone or desktop, no app, no download. The component is lightweight, loads in under 2 seconds, and integrates with VTEX, Shopify, Magento, and any site with a few lines of code.
3D Product Configurator in real time. The configurator shows every color, fabric, finish, and size variation in a single interactive 3D model. Each change applies live on the same page where shoppers check out. After configuring, the customer views the product in their own space via augmented reality — no app required. Portobello uses it for ceramic tiles, Wood Prime for wooden furniture, Reserva for accessories and bags. In real estate, the same technology lets buyers configure every room on the launch site: living room flooring, kitchen countertops, bathroom tiles. Result for the retailer: fewer photos per variation, more combinations available to shoppers, fewer returns from mismatched expectations.

Vision Pro Home Tour: Developer Guide to visionOS Apps

Developer wearing Apple Vision Pro inspects a full-scale rendered apartment kitchen in a sales gallery

A Vision Pro home tour is a visionOS application that renders a full-scale, walkable home in mixed reality. The stack is Swift, RealityKit, and ARKit with USDZ assets and a 90 frames-per-second performance budget. The buyer puts on Apple Vision Pro, sees the apartment at real scale on the floor in front of them, walks through every room, and changes finishes with a pinch gesture. R2U, the proptech company with the most Apple Vision Pro real estate deployments in Brazil (8+), has shipped this pattern since 2024. Clients include Coelho da Fonseca (AG Art Residences, $55/sqft per Exame July 2024), Tegra (Brookfield subsidiary), MPD (3rd-largest builder in Brazil), and Flamboyant (Autêntico, iF Design Award 2026 winner). This guide is the technical playbook: the visionOS stack, USDZ asset pipeline, performance budgets, App Store distribution, and the failure modes that derail first builds.

The audience is the engineering lead or solo iOS developer shipping a Vision Pro home tour for a real estate client. The guide assumes Swift fluency. It does not assume prior visionOS or ARKit experience. Every section identifies the specific Apple framework, the decision criterion, and the R2U-shipped pattern that held up across 100+ buyer sessions per project.

What a Vision Pro home tour actually does

A Vision Pro home tour lets a buyer experience a future home at full scale before construction. The buyer wears Apple Vision Pro inside the sales gallery, sees the apartment overlaid on the empty floor in passthrough mode, and walks the perimeter freely. Three interaction patterns dominate production builds: real-scale apartment walkthrough, table-top scale model of the development, and finish customization with real-time material swap. Session length runs 12 to 22 minutes per buyer. Finish swap and view-by-floor are the highest-engagement features across R2U’s deployments for Tegra, MPD, Coelho da Fonseca, Flamboyant, and Vincere.

The technical surface area is narrow. Photorealism is critical only for finishes (porcelain tile, wood grain, countertop stone) because the buyer’s eye lands on tactile materials within 30 seconds. Lighting accuracy matters for view-by-floor simulation across floors. R2U deprioritizes spatial audio in budget builds and reallocates engineering hours to finish quality. The visionOS app is one of four R2U deployment channels: visionOS, browser-based 3D sales platform, AR scale model for iPad, and static renders. The same USDZ asset library feeds all four.

The visionOS tech stack

visionOS tech stack diagram showing Swift, RealityKit, ARKit, Reality Composer Pro layers

The R2U-shipped stack is Swift, RealityKit, ARKit, and Reality Composer Pro, with Xcode Instruments for profiling (Apple visionOS overview). Swift and SwiftUI are non-negotiable because visionOS is Swift-first. Bridging from Unity or React Native introduces frame-rate penalties that violate the 90 fps budget. RealityKit handles rendering, physics, and entity hierarchy. ARKit handles world, hand, and gaze tracking. Reality Composer Pro authors the spatial scene in USD/USDZ.

The choice that breaks first builds is bridging from Unity. PolySpatial targets visionOS but adds a translation layer between Unity components and RealityKit entities. R2U benchmarked PolySpatial against native RealityKit in early 2024. The result: 15 to 25 percent frame drop in interaction-heavy scenes, below the 90 fps comfort threshold. Native RealityKit is the default unless the team has a substantial Unity codebase to amortize.

Hand and gaze tracking come from ARKit at no engineering cost beyond requesting the entitlement. The interaction grammar follows visionOS conventions: gaze to highlight, pinch to confirm, drag with open hand to manipulate. R2U avoids menu-heavy UI because pinch fatigue accumulates over the 12 to 22 minute session. For the operational side that wraps this technical build, see the Apple Vision Pro real estate 7-step playbook.

USDZ asset pipeline from BIM to visionOS

USDZ asset pipeline from BIM to visionOS app showing 4 stages and validation gates

The asset pipeline is where most first builds either ship on time or slip by 6 to 8 weeks. The pipeline starts with the developer’s BIM model (Revit, IFC, or comparable), converts to USD/USDZ for visionOS, validates against the approved architectural plan, and loads through RealityKit’s MaterialX-compatible shader graph. USDZ bundles geometry, textures, animations, and metadata in one compact archive optimized for spatial computing (USDZ Quick Look reference).

Three asset risks consistently delay R2U projects. First, BIM geometry is wrong: walls misaligned with the approved plan, missing doors, ceiling heights off. R2U validates against the latest plan before optimizing and flags discrepancies back in week 1. Second, the finish library is incomplete. The developer commits to three floor finishes but only one has high-resolution material textures. R2U sources missing textures from supplier catalogs (Portobello porcelain tile is one confirmed R2U retail client) or commissions photogrammetry. Third, the view from the unit floor does not match reality. R2U uses recent satellite imagery and 3D city data to ground-truth the skyline and the sunlight angle by floor.

Polygon budget for a decorated apartment runs 300,000 to 800,000 triangles, with PBR materials at 2K resolution per finish. R2U pre-bakes lightmaps for the static building shell and uses real-time lighting only for the customization layer. This split holds 90 fps in passthrough on the M2 chip across 20-minute sessions without thermal throttling.

Performance budgets and the 90 fps comfort threshold

Performance budgets in visionOS are non-negotiable. The frame rate target is 90 fps for passthrough comfort. Anything below introduces motion mismatch between the real-world background and the rendered geometry, which buyers perceive as “off” even when they cannot articulate it. Latency on critical interactions (finish swap, floor change) stays under 90 milliseconds end-to-end. Session crash rate across 100+ sessions stays below 0.5 percent for the project to ship.

R2U profiles every build with Xcode Instruments on real Apple Vision Pro hardware, not in the simulator. The simulator misses thermal throttling, gaze tracking jitter, and passthrough latency. The four Instruments templates that matter: visionOS Performance (CPU, GPU, thermal state), Time Profiler (Swift hot paths), Allocations (entity churn), and Metal System Trace (GPU timing) (visionOS performance analysis).

Two performance traps catch first builds: entity churn and texture streaming. Entity churn happens when finish swap destroys and re-creates the RealityKit entity hierarchy on every selection, causing 200 to 400 ms hitches. The fix is material binding via MaterialX, swapping shader graph parameters in place. Texture streaming hits when 2K textures for 40 finish options bloat the app binary. The fix is on-demand texture loading with a 1-2 second prefetch ahead of the buyer’s likely next action.

App Store distribution and enterprise deployment

Distribution has two paths: Apple App Store public release or Apple Developer Enterprise Program (ADEP) for private sales gallery deployment. R2U has shipped both. “Natal Flamboyant – Autêntico” for Flamboyant Urbanismo and “Arte Batel – Vincere by R2U” for Vincere are publicly downloadable on Apple App Store for visionOS 2.0+. The Flamboyant app won the iF Design Award 2026. Other R2U deployments (Tegra OAZII, MPD Reffugio 359, Coelho da Fonseca AG Art) use enterprise distribution because the developer wants the app restricted to sales gallery devices.

Public App Store distribution requires App Review, which takes 7 to 14 days on first submission. R2U has observed three rejection reasons across shipped projects. First: insufficient marketing screenshots showing the in-headset experience. Second: missing privacy policy URL even when the app captures no personal data. Third: use of “AR” or “VR” terminology that App Review interprets as misleading (the correct term is “spatial computing”). Each fix is a single resubmission within 24 to 48 hours. Enterprise deployment via ADEP costs $299 per year for the developer account, skips App Review, and is the default for sales-gallery-only deployments. R2U distributes enterprise builds under R2U’s own ADEP for clients without an iOS engineering organization.

What R2U has learned across 8+ shipped apps

Buyer makes a pinch gesture on Apple Vision Pro to swap kitchen cabinet finish from walnut to oak in real time

R2U has shipped 8+ Apple Vision Pro real estate apps since 2024, all targeting visionOS 2.0+. Buyer sessions average 12 to 22 minutes. Finish swap is the highest-engagement single feature (40 to 60 percent of session time on customization). View-by-floor with sunlight simulation is second, particularly for luxury launches. The table-top AR scale model is third, working as the orientation moment at session start before the buyer steps into the full-scale apartment.

Performance regression catches builds in week 6 to 8. R2U runs a full-session benchmark in week 4 against the active build, before adding customization features and amenity walkthroughs that load up the entity count. Teams that defer benchmarking to integration phase slip 2 to 4 weeks on the visionOS deliverable. R2U cadence: profile every Friday, fix regressions before adding scope.

R2U’s Apple Vision Pro real estate engagements start at approximately $5,400 for minimum viable scope and range to approximately $90,000 for flagship scope. Delivery is 4 to 14 weeks. For broader category context see the Apple Vision Pro real estate guide and the cost breakdown. Teams comparing visionOS against alternative headsets can read the Vision Pro vs Meta Quest real estate analysis. Real estate developers evaluating the full immersive sales stack should start with the pre-construction sales technology stack playbook.

To see how R2U structures a Vision Pro home tour project from kickoff to first buyer session, book a demo.

FAQ

What is a Vision Pro home tour?

A Vision Pro home tour is a visionOS app that renders a full-scale, walkable home in mixed reality on Apple Vision Pro. The buyer sees the home overlaid on the real room, walks through every space, and changes finishes with a pinch gesture. R2U has shipped 8+ of these apps since 2024 for Brazilian real estate developers including Tegra, MPD, Coelho da Fonseca, Flamboyant, and Vincere.

What is the tech stack to build a Vision Pro home tour app?

The native stack is Swift, RealityKit, ARKit, and Reality Composer Pro, targeting visionOS 2.0+. RealityKit handles rendering. ARKit handles world, hand, and gaze tracking. Reality Composer Pro authors scenes in USD/USDZ. R2U benchmarked Unity PolySpatial against native RealityKit and observed 15 to 25 percent frame drops in interaction-heavy scenes, so native RealityKit is the default.

What is the performance budget for visionOS home tour apps?

The frame rate target is 90 fps for passthrough comfort. Latency on critical interactions (finish swap, floor change) stays under 90 milliseconds end-to-end. Session crash rate across 100+ sessions stays below 0.5 percent. R2U profiles every build on real Apple Vision Pro hardware with Xcode Instruments before delivery, not in the simulator.

How long does it take to build a Vision Pro home tour app?

R2U delivers minimum viable scope in 4 to 6 weeks (one apartment, one finish package). Standard scope ships in 8 to 12 weeks with 3 to 5 finish packages, view-by-floor, and amenity walkthroughs. Flagship scope ships in 12 to 14 weeks with CRM integration, gesture analytics, and AR scale model. Investment ranges from approximately $5,400 to $90,000.

Can existing BIM or 3D models be reused for Vision Pro home tours?

Yes. R2U ingests Revit, IFC, and comparable BIM formats, validates against the approved plan, and converts to USDZ for visionOS. The same asset library feeds the browser-based 3D sales platform, the AR scale model for iPad, the visionOS app, and static marketing renders. Polygon budget per decorated apartment runs 300,000 to 800,000 triangles with 2K PBR textures.

How are Vision Pro home tour apps distributed?

Two paths: Apple App Store public release or Apple Developer Enterprise Program (ADEP) for private sales gallery deployment. R2U has shipped both. Public examples on the App Store include “Natal Flamboyant – Autêntico” and “Arte Batel – Vincere by R2U” for visionOS 2.0+. Enterprise distribution under R2U’s ADEP account is the default for sales-gallery-only deployment without App Review.

What does it cost to build a Vision Pro home tour with R2U?

R2U’s Apple Vision Pro real estate engagements start at approximately $5,400 for minimum viable scope and range to approximately $90,000 for flagship. The full breakdown is in the Apple Vision Pro real estate cost analysis. Comparison against the physical model unit alternative ($90,000 to $360,000+) puts the Vision Pro option at 70 to 95 percent lower cost.

Giovanni Abeni

Written by

Giovanni Abeni

CTO — R2U

Giovanni Abeni has been CTO of R2U since the company's early years. A graduate of Escola Politécnica at USP, he worked at Espresso Labs and Converge before taking technical leadership at R2U. He owns the architecture of the platform that runs interactive models in the browser (WebGL), virtual staging in augmented reality, and spatial computing experiences with Apple Vision Pro. Under his technical leadership, R2U has delivered projects for companies including Mobly (+82% conversion), Tegra, Coelho da Fonseca, and Portobello.

LinkedIn →
R2U Logo — Immersive Experiences for Real Estate
R2U builds AR staging, 3D Sales Platforms, and 3D Product Viewers for real estate developers and retail brands since 2016. The only company in Brazil with Apple Vision Pro for pre-construction real estate sales. Tegra, MPD, Coelho da Fonseca, Mobly, Leroy Merlin, and Portobello already use the platform. TOP 3 in augmented and virtual reality (100 Open Startups, 2024).
Social Media
back to top