gridnest

XR training & 3D showroom platform

Build immersive training once. Run it on every headset you own.

Import CAD, BIM or 360 video, script guided and evaluation steps, and publish the same scene to Meta Quest, Apple Vision Pro, Galaxy XR and WebXR. No one-off app tied to a single platform.

Illustrative product interface

Three things your current training app can't do

Step 4: Check forksGuidedEvaluation
Hint arrowsOnOff
Hidden faultNone Cracked heel
Wrong toolRetry Fail step

One scene, two modes. Teach with hints, then test with randomized faults the learner has to find alone.

  1. Build v1.4 packaged for Quest 3 / 3S 09:12
  2. ManageXR pushed to group "Warehouse B" 09:14
  3. WebXR link created for contractors 09:15

Publish where your devices live. Hand builds to ManageXR, ArborXR or Meta Horizon managed services, or share a browser link.

First-attempt pass by step

See which step breaks. Results are tracked per step, so you fix step 3 instead of reshooting the whole module.

From model to headset in four steps

Most pilots run four to eight weeks. The biggest cost is usually your team's time, so here is what each step asks of you.

  1. 1

    Import your assets

    Bring in FBX, glTF or USDZ models, CAD (STEP) and BIM (IFC) files, or monoscopic and stereoscopic 360 video.

    You prepare: existing models or drawings, plus a short process document for the task.

  2. 2

    Script the steps

    Lay out each action, the correct tool, and the error branches. Add faults that appear only in evaluation mode.

    You prepare: a subject-matter expert for two review sessions.

  3. 3

    Publish to devices

    Build for Meta Quest, Apple Vision Pro, Galaxy XR and WebXR, then push to a device group through your MDM.

    You prepare: headsets you already own and access to your MDM console.

  4. 4

    Read the results

    See pass rates per step, time on task and where learners get stuck. Export to your LMS with xAPI or SCORM.

    You prepare: the LMS endpoint, if you want records sent there.

Questions teams ask first

Do we need to buy new headsets?

Usually not. GridNest builds for the consumer Meta Quest 3 and 3S, Apple Vision Pro, Android XR devices such as Samsung Galaxy XR, and any modern browser through WebXR. Meta now lets every Quest headset enroll in Horizon managed services, so a separate business SKU is no longer required.

We built on 8th Wall. What happens now?

8th Wall stopped allowing logins and edits on February 28, 2026, and hosted experiences stay online until February 28, 2027. We can rebuild those scenes in GridNest and publish them as WebXR links. Note that the open-sourced 8th Wall code does not include VPS, so location-anchored features need a separate plan.

Who pays for Unity or Unreal licenses?

Subscription plans include the GridNest runtime, so you do not need your own engine seats to build or publish scenes. For custom builds that use Unity or Unreal directly, we state in the quote which party holds the engine license before work begins.

Who owns the scenes and 3D assets?

You do. Models you import and scenes you build stay yours, and you can export source assets and step definitions at any time, including after you cancel.

What data do you collect from learners?

Step results, timestamps, attempts and the device used. We do not store raw eye-tracking or hand-tracking data by default. Learner records can be exported or deleted on request.

Pick one task. We'll put it on your headsets.

Tell us the procedure, the devices you have and the assets you can share. We'll reply with a pilot scope within one business day.