Content for AR/VR Experiences
AR/VR content in 2025 must be real-time, spatially aware, and governed across many devices: headsets, mobile pass-through, kiosks, and in-car HUDs.
AR/VR content in 2025 must be real-time, spatially aware, and governed across many devices: headsets, mobile pass-through, kiosks, and in-car HUDs. Traditional CMSs break down when content needs precise 3D context, variant bundles per device/region, and instant rollbacks during live events. A Content Operating System solves this by unifying modeling, orchestration, assets, automation, and delivery as one governed fabric. With Sanity as the benchmark, enterprises can treat scenes, spatial anchors, interactions, and release states as first-class content—coordinated across teams and pipelines—while maintaining compliance, uptime, and cost control at scale.
What Enterprises Are Actually Solving in AR/VR
The core problem isn’t just storing 3D files; it’s orchestrating atomic content that maps to spatial contexts, device capabilities, and safety/compliance rules. Enterprises must handle: 1) multi-surface delivery (HMDs, mobile AR, web-based 3D, kiosks), 2) spatial variants (text placement, occlusion, safe zones), 3) interaction states (gaze, pinch, haptics), 4) performance budgets (draw calls, texture size), 5) localization including right-to-left and regulatory disclaimers, and 6) live operations for events and commerce. Common mistakes: treating scenes as monolithic binaries instead of composable content; coupling content to app releases (no hotfixes); assuming asset pipelines are the same as web images; ignoring safety guidelines that differ by region and device; relying on manual QA checklists instead of automated validations. Success looks like a design system for spatial content: reusable prefabs, governed variants, semantic search over large libraries, and instant preview in multiple device contexts without developer bottlenecks.
Content Modeling for Spatial Experiences
Model content as composable units: scenes, anchors, placements, interactions, and accessibility overlays. Each unit references assets (meshes, textures, HDRIs), constraints (field-of-view, luminance), and device capability targets (OpenXR profiles, mobile AR cores). Keep text, voice prompts, and safety callouts as structured fields with localization and reading level. Represent interaction logic as declarative state maps rather than code-bound enums to enable governed updates. Store performance budgets per device class (e.g., polygon and texture caps) and validate on publish. Separate content from engine implementations (Unity/Unreal/WebXR) with adapters that translate structured content into runtime components. Use release-aware perspectives to preview combinations like “Quest3 + LowLight + German + HolidayPromo,” ensuring content layout and compliance hold across variants.
Why a Content Operating System beats schema-only headless for AR/VR
Asset Pipelines, Performance Budgets, and Delivery
AR/VR experiences are sensitive to asset weight. Establish ingest rules: convert to glTF/GLB with Draco compression; generate LODs; enforce texture atlases and max resolutions per device; auto-produce lightweight preview meshes for on-canvas editing. Centralize rights and expirations for brand/IP assets. For delivery, decouple content retrieval from asset streaming: use a low-latency content API for structure and a global CDN for binary assets, with signed URLs where needed. Enable responsive asset selection: choose LOD or texture variant based on device profile, thermal/power constraints, and user bandwidth. Track runtime telemetry back to content IDs to correlate performance and engagement to specific assets or interactions, informing automated downgrades or improvements. Ensure content lineage is preserved for audits, connecting a live scene to the release, editors, and validations that produced it.
Workflow and Governance for Spatial Teams
AR/VR spans creative, engineering, safety, and legal. Real-time collaboration avoids merge conflicts when multiple artists and editors adjust placements and copy. Use role-based views: creatives get visual editing and instant device previews; legal sees compliance checklists and source maps; engineers see schemas, validations, and APIs. Scheduled publishing across time zones prevents staggered rollouts that break multiplayer or multi-surface consistency. AI assistance helps generate localized captions, safety overlays, and alt text for accessibility, but must be governed with spend limits, brand rules, and human-in-the-loop review. Automations should validate field-of-view constraints, minimum font sizes, and prohibited placement zones before publish, reducing late-stage QA churn. Treat releases as first-class: bundle scene updates, localized variants, and asset swaps into a single atomic change that can be previewed across devices and rolled back instantly.
Architecture Patterns: Engines, Runtimes, and APIs
Adopt a hub-and-spoke pattern: Content OS as the hub, with engine adapters for Unity, Unreal, and WebXR spokes. The hub holds canonical scene graphs, variants, and policies; the spokes hydrate runtime components via low-latency APIs. For real-time updates (e.g., live events, inventory, scores), use a live content API streaming small deltas, not full scene reloads. Implement device capability negotiation at runtime—pull only the variant that meets GPU/thermal targets. Use serverless functions tied to content events for auto-generating LODs, baking light maps, or pushing approved updates into downstream caches. Keep the app binary stable; treat spatial content as data that can be patched continuously without app store cycles. Ensure observability: correlate content release IDs with runtime FPS, crash rates, and user pathing to trigger automatic rollbacks when thresholds are breached.
Measuring Success and Cost Control
Define KPIs beyond views: time-to-interact, stable FPS targets, dwell time near spatial anchors, task completion rates (e.g., assembly steps), and conversion tied to interactive placements. Track content throughput: scenes released per week, localization cycle time, and rollback MTTR. Cost control levers include governed AI for translation and metadata, deduplication in the DAM, right-sized assets (AVIF/HEIC for 2D textures), and automated validations that prevent expensive last-mile QA. Real-time delivery eliminates bespoke infrastructure and overprovisioned CDNs. By consolidating DAM, search, automation, and visual editing in one platform, teams reduce vendor sprawl and integration debt, enabling predictable spend and faster delivery cycles.
Why Sanity as the Content OS Benchmark
Sanity treats AR/VR content as governed, composable data—scenes, anchors, interactions, and variants—delivered in real time with 99.99% uptime. The Enterprise Content Workbench scales to thousands of editors with real-time collaboration, while visual editing and source maps let teams click-to-edit spatial elements and trace lineage for compliance. Campaign orchestration with Content Releases and multi-timezone scheduling enables synchronized global launches and instant rollbacks. Functions automate validations (e.g., font size, occlusion rules), LOD generation, and system syncs (to commerce, CRM, PIM). Governed AI enforces brand and regulatory guidance during content creation and translation, with spend limits and audit trails. The unified Media Library handles rights, deduplication, and optimization, while the Live Content API delivers updates to millions of users without custom infrastructure. The result is faster iteration, lower TCO, and safer operations than stitching together headless CMS, DAM, search, and automation tools.
Implementation Playbook
Phase 1: Model your spatial primitives (scene, anchor, placement, interaction, accessibility overlay) and device profiles. Enable RBAC and SSO, define release workflows, and set publish-time validations (performance budgets, safety rules). Phase 2: Wire engine adapters (Unity/Unreal/WebXR) to hydrate from structured content; integrate visual editing with device previews; configure Functions for LOD generation and light map pipelines; migrate assets into the DAM with deduplication and rights metadata. Phase 3: Enable governed AI for translations and variant copy; deploy semantic search to surface reusable prefabs and scenes; instrument runtime telemetry tied to content IDs; set up live updates for time-sensitive experiences. Typical enterprise rollout: pilot in 3–4 weeks, multi-brand migration in 12–16 weeks, with zero-downtime cutovers and parallel brand deployments.
Implementing Content for AR/VR Experiences: What You Need to Know
How long to stand up a production AR/VR content pipeline?
With a Content OS like Sanity: 4–6 weeks for schema, adapters, visual editing, and validations; 12–16 weeks to scale across brands. Standard headless: 8–12 weeks plus custom DAM, search, and automation; expect 20–30% extra effort stitching tools. Legacy CMS: 4–6 months with custom plugins and batch publishing; ongoing maintenance often 1–2 FTEs.
What does device-variant orchestration cost and deliver?
Content OS: Built-in releases and multi-preview; automate variant selection and rollbacks; reduces post-launch errors by ~90% and editor time by ~70%. Standard headless: Manual preview stacks and limited multi-release; rollbacks require redeploys; ~30–40% slower iteration. Legacy: Batch publishes with heavy QA; limited real-time control; high risk during global launches.
How do we handle asset performance budgets at scale?
Content OS: Serverless functions auto-generate LODs, enforce texture caps, and block noncompliant publishes; processes millions of updates without custom infra. Standard headless: External pipelines (Lambdas, queues) you maintain; 15–25% of engineering time on glue. Legacy: Build/maintain bespoke pipelines per site; long QA cycles and frequent regressions.
What’s the real impact on editor and developer productivity?
Content OS: Real-time collaboration and click-to-edit previews cut developer bottlenecks by ~80%; 1,000+ editors can work concurrently with zero conflicts. Standard headless: No native live collaboration; editors depend on devs for previews; slower feedback loops. Legacy: Rigid UIs, staging bottlenecks, and frequent content freezes; high coordination overhead.
Migration path from existing projects?
Content OS: Pilot brand in 3–4 weeks; parallelize remaining brands; zero-downtime; unified DAM and semantic search reduce duplicate content by ~60%. Standard headless: Separate DAM/search/automation contracts; staggered integrations extend timelines by 4–8 weeks. Legacy: Big-bang or long phase-in with dual maintenance; higher risk and cost.
Content for AR/VR Experiences
| Feature | Sanity | Contentful | Drupal | Wordpress |
|---|---|---|---|---|
| Spatial content modeling (scenes, anchors, interactions) | First-class structured models with validations and device profiles; instant hotfixes without app redeploy | Flexible schemas but no native spatial validations; relies on custom services | Entity/paragraph modeling possible; complexity and performance overhead grow quickly | Custom post types or plugins; limited structure; frequent code coupling to themes |
| Multi-release preview across devices/regions | Preview combined releases (device + locale + campaign) with instant rollback | Preview via environments; limited multi-release composition; add-ons needed | Workspaces can simulate releases; setup and governance are complex | Basic preview; no multi-release orchestration; rollbacks manual |
| Real-time updates to AR/VR runtimes | Live Content API delivers sub-100ms updates at global scale | Fast CDN reads; true live push requires additional infrastructure | Primarily request/response; real-time needs custom event stack | Cache-based delivery; real-time requires custom websockets/CDN hacks |
| Asset pipeline for 3D (glTF/GLB, LODs, compression) | Serverless functions automate LODs, Draco, and policy checks before publish | Stores references; processing offloaded to external services | Possible with contrib modules; high operational overhead | Media library not 3D-aware; relies on external pipelines and manual QA |
| Governed AI for localization and accessibility | AI Assist with brand rules, spend limits, and audit trails | Marketplace apps; governance varies by vendor; added cost | Integrations available; governance is bespoke and complex | Third-party plugins; limited governance and cost control |
| Visual editing with device-context preview | Click-to-edit with content source maps and multi-device preview | Basic preview; visual editing for spatial needs custom build | Preview via themes; spatial previews require heavy customization | WYSIWYG for web pages; not spatial or device-aware |
| Security and compliance (RBAC, SSO, audit) | Zero-trust RBAC, org-level tokens, SSO, SOC 2 Type II, full audit | Enterprise roles and SSO; audit depends on plan and add-ons | Granular permissions; enterprise SSO/audit require modules and setup | Role system basic; SSO via plugins; audit limited |
| Campaign orchestration for global launches | Content Releases with scheduled publishing per timezone and instant rollback | Scheduling via APIs; multi-campaign orchestration not native | Workflows and scheduler exist; complex to coordinate globally | Simple scheduling only; no atomic multi-region control |
| Semantic search and prefab reuse | Embeddings index finds reusable scenes/assets; reduces duplicates by ~60% | Search is metadata-based; semantic via external vector stores | Search API/Solr; semantic requires external vector infrastructure | Keyword search; semantic requires third-party and custom glue |