The AR/VR space is moving fast, and developers are at the heart of this growing world. If you’re building AR or VR products, understanding the developer ecosystem — what platforms are being used, how others are monetizing, and where the market is headed — can help you make smarter decisions. We’ve compiled 30 powerful stats to guide you through today’s AR/VR landscape. Under each, you’ll find plain advice and ideas you can apply to grow your AR/VR success.

1. 67% of AR/VR developers prioritize Meta Quest platforms for development

Meta Quest has become the go-to platform for most AR/VR developers. It’s not just popular because it’s owned by Meta (formerly Facebook). It’s also powerful, affordable, and has a large user base.

This gives developers a huge potential audience and makes it easier to get early feedback.

If you’re just starting out, this is where you want to be. Building for Meta Quest means access to millions of users, an established marketplace, and a development environment that supports both Unity and Unreal.

Start with a small app or game, test it with real users, and use the feedback to grow. The built-in store is a good way to make money too, though you’ll need to get through Meta’s approval process.

Action step: Learn the Meta Quest SDKs, follow their developer documentation closely, and stay updated on policy changes.

Join online developer forums focused on Quest—these communities are gold for solving issues and getting advice fast.

2. Unity is used by over 70% of AR/VR developers as their primary development engine

Unity is still the king of AR/VR development. It’s flexible, beginner-friendly, and works well with most hardware.

If you’re making an AR app for phones or a VR game for Quest, Unity lets you build once and deploy everywhere.

The biggest strength of Unity is its ecosystem. You’ll find thousands of plugins and assets to speed up your project. The documentation is solid, and the learning curve is gentle compared to other engines.

Plus, Unity has direct integrations with ARKit, ARCore, Meta Quest SDK, and more.

Action step: Master Unity’s XR Interaction Toolkit early. It handles things like grabbing objects or teleporting in VR. Also, keep your Unity version up to date—older versions can break compatibility with newer SDKs.

Finally, build modular code. You’ll thank yourself when you have to switch platforms or tweak your experience.

3. Unreal Engine is preferred by 25% of high-fidelity VR developers

Unreal is all about quality. If you want stunning visuals and high-performance VR experiences, Unreal Engine is a great choice.

It’s used by AAA studios and serious indie developers who want full control and amazing visuals.

The catch? Unreal has a steeper learning curve. It’s also more demanding in terms of hardware and developer experience.

But the results speak for themselves. Games and apps built in Unreal often have a premium feel, which helps with monetization and branding.

Action step: Use Unreal’s Blueprint visual scripting system to get started quickly, then transition to C++ for deeper control. Focus on optimizing performance early—VR requires stable frame rates to avoid motion sickness.

Study Epic Games’ VR templates—they give you a great starting point.

4. 45% of AR developers build primarily for mobile AR platforms like ARKit and ARCore

Mobile AR is booming. With billions of smartphones out there, ARKit (for iOS) and ARCore (for Android) are powerful tools to reach large audiences fast.

These platforms let users experience AR through their phones without extra hardware.

The challenge is in building something useful. Gimmicks don’t last. Think beyond novelty and focus on solving real problems or creating fun experiences that bring people back.

Action step: Use features like plane detection, face tracking, and light estimation to add realism. Keep app sizes small—mobile users hate big downloads. Test on multiple devices to ensure compatibility. And always keep battery usage in check.

5. Meta’s Quest Store has over $2 billion in total app revenue since inception

That’s a big number—and a big opportunity. The Quest Store isn’t just about games; it’s home to fitness apps, social platforms, productivity tools, and more. If you can create something that users love, there’s real money to be made.

Getting into the store can be tough. Meta has high quality standards and a manual review process.

But if you get in, discoverability and monetization become a lot easier.

Action step: Start with App Lab (Meta’s open distribution channel) to build an audience. Gather reviews, improve your app, then apply for the main store. Track your metrics—retention rate, session length, and crash reports.

These matter when Meta decides whether to approve your app.

6. Over 40% of VR developers generate revenue through in-app purchases

In-app purchases (IAPs) are becoming a top monetization strategy. Instead of charging users upfront, you offer the core experience for free and let them buy upgrades, levels, or cosmetic items.

This works well in VR where immersion drives emotional connection. People are more likely to pay to personalize their avatar or unlock cool new environments.

Action step: Build a smooth IAP flow. Keep the process simple, don’t interrupt the user’s experience, and test on real devices.

Offer value in your purchases—not just fluff. And use analytics to see what users are actually buying so you can adjust accordingly.

Offer value in your purchases—not just fluff. And use analytics to see what users are actually buying so you can adjust accordingly.

7. SteamVR supports over 6,000 VR titles, making it the largest open VR platform

SteamVR gives developers a massive, open playground.

You don’t need approval to publish your app, and you get access to a wide range of headsets like Valve Index, HTC Vive, and Windows MR.

The downside? It’s crowded. With over 6,000 titles, standing out is hard. But the upside is freedom. You can experiment, iterate, and release updates anytime.

Action step: Polish your Steam page—great visuals, clear trailers, and well-written descriptions.

Use forums like r/virtualreality and Steam community pages to connect with early users. And don’t forget to update regularly—active devs build loyal audiences.

8. 60% of indie AR/VR developers monetize through direct app sales

Sometimes the old ways still work. Many developers still make money by charging users once for access to the app. This is simple, clean, and works especially well for premium content.

You need to prove value upfront. Your screenshots, trailer, and reviews have to do all the selling. Users need to feel like they’re getting something worth paying for.

Action step: Start with a fair price. Underpricing can hurt more than help. Offer a free demo or trial version to build trust.

And don’t be afraid to experiment—different price points can lead to very different results.

9. 80% of developers cite user base size as the main reason for choosing a platform

Developers go where the users are. That’s why Meta, iOS, and Android dominate the space. More users mean more feedback, more opportunities for monetization, and more chances to go viral.

It also means more competition. But that’s not always bad. A large user base also means more demand for content and more diverse needs.

Action step: Before picking a platform, look at your ideal user. Are they gamers, enterprise users, casual users? Then pick the platform that best fits their habits. You don’t have to be everywhere—just where your people are.

10. 30% of AR developers integrate web-based AR (WebAR) for reach and simplicity

WebAR is growing fast. It lets users experience AR directly in their browser—no app download needed. That means less friction and faster user adoption.

WebAR is great for marketing campaigns, short experiences, and lightweight apps. It’s not ideal for heavy-duty AR, but it shines in accessibility.

Action step: Use platforms like 8thWall or ZapWorks to build WebAR experiences quickly. Keep things short and impactful. Always test on both Android and iOS browsers to avoid compatibility headaches. Use QR codes or short URLs to drive users in.

11. Only 10% of AR/VR developers report making sustainable full-time income

This stat is a wake-up call. Most developers in AR/VR are not making a full-time living from their apps. That doesn’t mean the space isn’t profitable—it just means it’s still early, and competition is tough.

Many developers underestimate how much marketing, polish, and community building it takes to turn a project into income.

To succeed, you need more than just a great product. You need to think like a business. You need a marketing plan, a monetization strategy, and a feedback loop to keep improving.

Action step: Treat your AR/VR app like a startup. Validate demand before building. Build a mailing list or Discord early.

Don’t rely on store algorithms to do your marketing—reach out to influencers, write blog posts, and collect testimonials. Start small and build momentum.

12. 55% of developers use side-loading to distribute apps outside official stores

Side-loading is when users install apps manually instead of through an official app store.

This is common on devices like Meta Quest, especially for early-stage apps that haven’t been accepted into the main store yet.

It’s a powerful way to get feedback, build a user base, and test features. But it also means you have to manage distribution, updates, and trust on your own.

Action step: Use platforms like SideQuest to distribute safely. Write clear install guides and include screenshots. Offer incentives for feedback (like early access to new features). And always make it easy for users to contact you with bugs or ideas.

13. Oculus Store approval rate for apps is under 30%

Getting into the Oculus Store is hard. Meta looks for polished, stable, and innovative apps.

They want experiences that showcase the best of what VR can do. If your app is buggy, unfinished, or too similar to something already on the store, it likely won’t make the cut.

The bar is high, but that’s also why it’s worth trying. Apps on the Oculus Store enjoy better discoverability, trust, and monetization.

Action step: Focus on quality. Test your app thoroughly. Record a great trailer that shows real gameplay. Read Meta’s submission guidelines and follow them exactly. And if you’re rejected, don’t give up—improve and resubmit. Plenty of top apps weren’t accepted the first time.

Action step: Focus on quality. Test your app thoroughly. Record a great trailer that shows real gameplay. Read Meta’s submission guidelines and follow them exactly. And if you’re rejected, don’t give up—improve and resubmit. Plenty of top apps weren’t accepted the first time.

14. 65% of successful AR/VR apps are games or entertainment-based

Gaming dominates AR/VR. It makes sense—these platforms are immersive and fun, which fits perfectly with interactive games, simulations, and virtual worlds. But this also means competition is fierce.

To stand out, you need a unique concept and solid execution. Don’t just chase trends—build something you’re passionate about. That passion will show in the final product.

Action step: Study the top-rated games in your niche. What makes them fun? What can you do better? Build a playable prototype fast, test it with real users, and watch how they interact. Polish your controls—bad controls ruin even the best ideas.

15. VRChat and Rec Room top user engagement metrics in social VR

Social VR is one of the fastest-growing parts of the VR ecosystem. Apps like VRChat and Rec Room keep users coming back because they let people connect, play, and express themselves in virtual spaces.

If you’re building a social experience, think beyond chat. Think community. People return to platforms that let them create, share, and form friendships.

Action step: Add multiplayer features early if you’re building social. Include custom avatars or user-generated content.

Build safe, welcoming spaces, and moderate them well. And make sure your onboarding helps users find fun quickly.

16. 40% of VR developers target enterprise use cases (training, simulation, etc.)

While games grab the spotlight, enterprise VR is quietly booming.

Companies are using VR for employee training, design, remote collaboration, and more. These clients often have budgets and long-term needs.

The sales process is different. You’re not selling to consumers—you’re pitching to businesses. That means presentations, demos, and clear value propositions.

Action step: Choose a niche—like medical training or industrial safety—and become an expert. Build case studies. Show ROI. Attend trade shows and reach out to decision-makers directly. Enterprise deals can be slower to close, but they often pay better and last longer.

17. Average revenue per user (ARPU) for top VR games is ~$20

This is a strong number, especially compared to mobile apps. Users in VR are willing to pay for good experiences. If you’re building a paid app or using in-app purchases, this stat should encourage you to focus on user value and retention.

Don’t just aim for downloads—aim for engagement. Users who stick around are more likely to spend.

Action step: Track your user funnel. Where are people dropping off? Improve your first-time experience and offer meaningful upgrades. Test different price points and bundle offers. And always keep updating your content to keep users engaged.

Action step: Track your user funnel. Where are people dropping off? Improve your first-time experience and offer meaningful upgrades. Test different price points and bundle offers. And always keep updating your content to keep users engaged.

18. Apple Vision Pro’s SDK adoption rate among AR developers is under 15%

Apple’s Vision Pro is still new, and while it has huge potential, most developers are waiting to see how the market plays out. The high cost of the device limits user adoption for now.

However, early adopters can still benefit. Being one of the first to build high-quality apps for a new platform can help you stand out and build credibility.

Action step: If you have the resources, start experimenting with Apple’s VisionOS SDK. Focus on productivity, media, and education apps—these are Apple’s initial focus areas.

Build something simple but polished, and keep your code modular in case you need to adapt to other platforms later.

19. Over 50% of developers face difficulty in app discoverability and marketing

This is a common pain point. You can build the best app in the world, but if no one finds it, it won’t matter. Discoverability is hard, especially in crowded marketplaces.

The good news? You can do something about it. Marketing isn’t about big budgets—it’s about smart strategy.

Action step: Start building your audience before you launch. Share your dev journey on Twitter, YouTube, and Reddit. Create a simple website with a newsletter. Ask early users for testimonials. And never underestimate the power of a good trailer.

20. 72% of developers build cross-platform experiences to maximize reach

Why limit yourself to one platform when you can reach many? Cross-platform development means more users, more feedback, and more revenue potential.

But it also means more testing and more complexity. You’ll need to write clean, adaptable code and manage multiple SDKs.

Action step: Use tools like Unity or Unreal that support multiple platforms out of the box.

Keep your platform-specific features separate. Test on real hardware whenever possible. And start small—nail one platform, then expand.

21. Only 8% of developers monetize through ad-based models in AR/VR

Ads are common in mobile apps, but in immersive AR/VR experiences, they’re rare. Users don’t like being pulled out of the experience. When used poorly, ads can break immersion and hurt retention.

That said, creative, non-intrusive advertising can work—especially in free apps.

Action step: If you use ads, go for native integrations. Think product placements or sponsored virtual spaces. Avoid pop-ups or video ads unless your app is specifically built around them. And always give users a premium, ad-free option.

Action step: If you use ads, go for native integrations. Think product placements or sponsored virtual spaces. Avoid pop-ups or video ads unless your app is specifically built around them. And always give users a premium, ad-free option.

22. 35% of AR developers use Vuforia as part of their toolset

Vuforia is a powerful AR SDK, especially for marker-based AR. It’s great for enterprise, education, and retail apps that rely on image tracking or object recognition.

It works on multiple platforms and integrates well with Unity, making it a solid choice for developers who want to build fast and test often.

Action step: Use Vuforia for image targets, model tracking, and spatial recognition. Combine it with Unity’s UI tools for smooth experiences. And explore the Cloud Recognition service if you want to manage large databases of targets.

23. Developer churn in AR/VR is high, with 50% exiting within two years

AR/VR can be tough. Many developers burn out or switch industries when they don’t see fast results.

It’s easy to get excited, but much harder to build sustainable projects.

The key is pacing yourself and building with purpose. This is a long game, not a sprint.

Action step: Build in small, testable steps. Don’t spend a year building without feedback. Join a supportive dev community and ask for help when you hit walls. Focus on learning and improving, not just on quick wins.

24. Pico platform accounts for 5–8% of global VR developer focus

Pico, owned by ByteDance, is growing fast, especially in Asia and Europe.

It’s a solid alternative to Meta and has strong enterprise support. The market share is still small, but it’s a good time to get in before it gets crowded.

Action step: Consider porting your app to Pico if you’re already on Quest. Use Unity’s cross-platform tools to minimize code changes. Look into their developer funding opportunities and hardware SDKs.

Building for Pico now could open doors in emerging markets.

25. 90% of successful VR titles are built natively for 6DoF systems

6DoF (Six Degrees of Freedom) allows full movement in 3D space. It’s what makes VR truly immersive.

If your app relies on 3DoF (just rotation), users won’t get the full experience, and your retention will suffer.

Action step: Design your app around user movement. Let people walk, duck, reach, and explore.

Use teleportation or artificial locomotion thoughtfully. And always make comfort a top priority—no one likes feeling sick in VR.

Use teleportation or artificial locomotion thoughtfully. And always make comfort a top priority—no one likes feeling sick in VR.

26. 60% of AR/VR monetization occurs through app stores, 25% via B2B sales

App stores are still the main way to make money, but B2B (business-to-business) is gaining ground.

If you’re building for consumers, focus on visibility in app stores. If you’re targeting companies, think about how your app solves real business problems.

Action step: Build two monetization paths. For consumers, focus on store polish and marketing. For B2B, build a slide deck, identify pain points, and reach out directly.

Be flexible—some of your consumer tools may be valuable to enterprise clients too.

27. 20% of developers participate in platform-specific funding or grant programs

Many platforms offer funding to attract developers. These include Meta’s developer grants, Snap’s Lens Studio fund, and Apple’s early access programs.

If you have a strong concept and a working prototype, you could get support.

Action step: Stay plugged in to developer news from the platforms you build on. Apply early, and show a clear vision. These funds are often competitive, so make your application count.

Even if you don’t get accepted, the feedback can help you refine your pitch.

28. 75% of AR/VR developers rely on Discord or online forums for community support

Community is everything in AR/VR. Whether you’re stuck on a bug, need feedback, or just want to share your work, Discord servers and forums are where the action is.

Action step: Join active groups around your tools (Unity, Unreal, Meta, etc.). Share progress, ask questions, and help others. Don’t build in isolation—feedback makes your app better.

29. Meta Quest 2 is the most targeted headset by AR/VR developers worldwide

Quest 2 is affordable, powerful, and widely available. Most developers are building for it first before expanding elsewhere. If you’re only going to support one device, this is the one.

Action step: Optimize your app for Quest 2 hardware. Keep file sizes down, manage performance tightly, and use Meta’s tools for hand tracking, pass-through, and spatial anchors.

You can always port to other platforms later

30. Less than 15% of developers integrate blockchain or NFTs in AR/VR experiences

Despite the hype, blockchain and NFTs are not a major part of the AR/VR space yet. Most developers are focused on gameplay, utility, or immersive experiences—not speculation or digital ownership.

That said, if done thoughtfully, blockchain can add new revenue models or user experiences.

Action step: If you explore blockchain, make it meaningful. Avoid gimmicks. Focus on ownership, portability, or player-driven economies. And always be transparent—users are wary of hidden costs or unclear value.

Action step: If you explore blockchain, make it meaningful. Avoid gimmicks. Focus on ownership, portability, or player-driven economies. And always be transparent—users are wary of hidden costs or unclear value.

wrapping it up

The AR/VR developer ecosystem is exciting, fast-moving, and filled with both promise and pitfalls.

As the stats clearly show, success in this space doesn’t come from luck—it comes from smart platform choices, deep understanding of user behavior, and a clear monetization strategy.

Whether you’re building for Meta Quest, exploring mobile AR, targeting enterprise clients, or testing WebAR, there’s a place for you in this growing world.