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2025-05-07

Full-Stack Developer Contract for AR/VR: Technical Requirements and IP (Service Provider Guide)

Miky Bayankin

Building immersive AR/VR experiences is equal parts software engineering, 3D pipeline management, and platform compliance. Yet many developers still use generic

Full-Stack Developer Contract for AR/VR: Technical Requirements and IP (Service Provider Guide)

Building immersive AR/VR experiences is equal parts software engineering, 3D pipeline management, and platform compliance. Yet many developers still use generic web dev contracts that don’t reflect the realities of performance budgets, headset/device fragmentation, engine licensing, app store rules, and the messy boundary between “code” and “assets.”

This guide breaks down what a full-stack AR/VR developer contract should include—especially the technical requirements and intellectual property (IP) sections—so you can reduce scope creep, protect your work, and avoid disputes. The focus is on the service provider perspective: you’re the developer or studio delivering the immersive product.

Along the way, you’ll see how to structure a vr developer contract, virtual reality developer contract, ar development agreement, or augmented reality development agreement so it matches how AR/VR projects are actually built and shipped.

Disclaimer: This is educational information, not legal advice. Have a qualified attorney review any agreement for your jurisdiction and project.


Why AR/VR contracts require special treatment (beyond “standard” web dev terms)

AR/VR development usually involves:

  • Non-deterministic performance constraints (frame timing, thermal throttling, GPU/CPU limits)
  • Platform review dependencies (Meta Quest, Steam, Apple, Google, enterprise MDM)
  • Hardware variability (different headsets, phones, sensors, controllers)
  • Toolchain licensing (Unity, Unreal, OpenXR, ARKit/ARCore SDK terms, third-party asset store licenses)
  • Multiple deliverable types (source code, builds, shaders, models, textures, animations, VFX, documentation)
  • Data risks (spatial mapping, camera feeds, biometrics or eye tracking on supported devices)
  • Ongoing support expectations (SDK updates can break builds with little notice)

Because of this, an effective virtual reality developer contract can’t just list “build an app” and “pay $X.” It must define technical acceptance criteria, platform responsibilities, asset/IP ownership, and limitations.


Core structure of a Full-Stack AR/VR Development Agreement (service provider friendly)

Most strong agreements follow a pattern:

  1. Parties + project overview
  2. Scope of work (SOW) (often as an exhibit)
  3. Technical requirements + acceptance criteria
  4. Timeline, milestones, and dependencies
  5. Fees, payment schedule, and change orders
  6. IP ownership, licensing, and portfolio rights
  7. Third-party software/assets and open-source
  8. Confidentiality + security + privacy
  9. Warranties, disclaimers, limitation of liability
  10. Termination, handoff, and transition assistance
  11. Dispute resolution + governing law
  12. Exhibits (SOW, deliverables list, pricing, support plan)

This post zooms in on the two most dispute-prone areas for immersive work: technical requirements and IP.


Part 1: Technical requirements—what to specify in an AR/VR contract

Technical requirements are your shield against “it doesn’t feel smooth” feedback that never ends. The goal is not to over-lawyer your build—it’s to define measurable targets, boundaries, and responsibilities.

1) Target platforms and device matrix (be explicit)

Your ar development agreement should name:

  • Target OS/platforms: Quest (Android-based), PCVR (SteamVR), iOS (ARKit), Android (ARCore), WebXR, visionOS, etc.
  • Device list: e.g., Quest 2/3/Pro, HTC Vive, Valve Index, Pico, iPhone models, supported ARCore devices
  • Input methods: controllers, hand tracking, gaze, voice, touch, keyboard/mouse
  • Modes: seated/standing/roomscale, passthrough MR, shared-space AR

Contract tip (service provider): define a primary target device and treat everything else as “best effort” unless budget covers optimization and QA across the full matrix.

2) Engine/toolchain and version locking

AR/VR projects can break when an SDK updates. Your vr developer contract should specify:

  • Engine (Unity/Unreal/Web stack) and version
  • XR layer (OpenXR, Oculus SDK, SteamVR, WebXR frameworks)
  • Build pipeline tooling (CI/CD, Unity Cloud Build, Fastlane, Gradle, Xcode)
  • Whether the client can require engine upgrades mid-project (usually change order)

Why it matters: A “minor” Unity or Xcode update can introduce rendering regressions or plugin incompatibilities that derail timelines.

3) Performance budgets and frame rate acceptance criteria

Immersive performance isn’t optional. Put measurable standards in your virtual reality developer contract:

  • Target FPS: e.g., 72/80/90/120 depending on headset
  • Frame time budget: e.g., 11.1 ms for 90 FPS
  • Thermal considerations: “sustained performance for X minutes under normal use”
  • Scene complexity constraints: maximum draw calls, poly counts, texture sizes, shader complexity
  • Loading targets: initial load time, scene transition constraints

Contract tip: tie performance to agreed content constraints. If the client later adds higher-poly assets, dynamic lighting, or post-processing, performance targets should be revisited through a change order.

4) Visual fidelity and asset requirements

AR/VR deliverables blend art and code. Technical requirements should clarify:

  • Who provides models/textures/animations (client vs developer)
  • Accepted formats (FBX, glTF, USDZ, PNG/TGA, Substance, etc.)
  • Texture compression targets and mipmapping requirements
  • Lighting approach (baked vs realtime) and constraints
  • LOD strategy and culling requirements

If you’re full-stack and doing both engineering and some 3D integration, the contract should define what “asset integration” means (import, optimization, rigging fixes, shader setup) and what counts as out-of-scope.

5) Networking, multiplayer, and backend obligations

If you’re implementing multiplayer or shared AR:

  • Define authoritative model (client-server, peer-to-peer, relay)
  • Hosting responsibilities (client provides AWS/GCP/Azure? you manage?)
  • Expected concurrency targets and regions
  • Latency assumptions and acceptable degradation
  • Security basics (authentication, rate limiting, encryption in transit)
  • Analytics and telemetry (what events, what tools, who owns data)

Service provider protection: clarify that reliability depends on third-party services and network conditions, and specify monitoring/support scope if you’re on the hook for uptime.

6) Data privacy and sensor access (especially for AR/MR)

AR often touches sensitive data:

  • Camera feed usage
  • Spatial mapping / room mesh
  • Face tracking, eye tracking, hand tracking (where supported)
  • Location data, device identifiers

Your augmented reality development agreement should set boundaries:

  • Whether you process or store sensor data
  • Whether data is anonymized
  • Compliance obligations (GDPR/CCPA/HIPAA if applicable—usually client-driven)
  • Who provides the privacy policy language and app store disclosures

Tip: If the client is the publisher, they often own compliance obligations, but you still need operational clarity to avoid being blamed for missing disclosures.

7) Testing, QA, and acceptance process

Many AR/VR disputes are really “acceptance” disputes. Define:

  • Test plan and environments
  • Who provides devices for testing
  • Bug severity definitions (blocker/major/minor)
  • Number of revision rounds per milestone
  • Acceptance window (e.g., client must accept/reject within 5–10 business days)
  • What happens if client is unresponsive (deemed acceptance)

This is one of the most important sections in a vr developer contract because it controls when you get paid and when work is considered complete.

8) App store and platform submission responsibilities

For VR/AR, submission can be complex. Specify:

  • Who owns developer accounts (Meta, Apple, Google, Steam)
  • Who submits builds (you or client)
  • Who responds to review feedback
  • Whether store assets (screenshots, trailers, descriptions) are included
  • Whether you support post-review changes and how they’re billed

Service provider note: if the client owns the account (common), you’ll need access and clear responsibilities—plus a clause that delays caused by platform review don’t count as your breach.


Part 2: IP terms—protecting your code, assets, and reusable frameworks

IP is where generic contracts often fail AR/VR developers. A good ar development agreement distinguishes between:

  • What you created specifically for the client
  • What you already own (or want to reuse)
  • What’s third-party and licensed
  • What the client is actually paying to receive (and when)

1) Define deliverables with IP categories

Consider labeling deliverables like:

  • Custom Work Product: scene logic, features, bespoke UI, custom shaders (if unique)
  • Developer Tools / Libraries: reusable systems you bring (interaction framework, networking wrappers, build scripts)
  • Third-Party Materials: asset store models, plugins, SDKs
  • Client Materials: their branding, product models, content, copy

This taxonomy prevents the classic dispute: client assumes they own everything in the repo, including your pre-existing toolkit.

2) Ownership models: assignment vs license (and what’s common)

Service provider-friendly options often look like:

Option A: Assign custom work, keep background IP

  • Client owns the Custom Work Product upon full payment.
  • You retain Background IP (pre-existing code, frameworks, templates).
  • Client gets a license to use Background IP only as embedded in the deliverables.

This is a common approach in a virtual reality developer contract when you have reusable XR systems you don’t want to give away.

Option B: License everything (rare but possible)

  • Client receives a broad license to use deliverables.
  • You keep ownership but grant usage rights.

Useful when you’re shipping a productized solution or maintaining it as a service.

Option C: Full assignment of everything (higher price)

  • If the client wants ownership of all code and underlying frameworks, price should reflect that.

Practical advice: If the client insists on “we own everything,” negotiate: (1) higher fee, (2) explicit carve-outs for general know-how and non-client-specific tools, and (3) limits around third-party components you cannot assign.

3) Payment-gated IP transfer (don’t skip this)

Tie IP assignment/license grant to receipt of full payment. Without this, you risk delivering source code and losing leverage if invoices go unpaid.

A typical pattern:

  • During the project: client receives limited rights to use deliverables for evaluation/testing.
  • Upon final payment: broader license or assignment becomes effective.

This clause is especially important when you deliver builds early for stakeholder demos.

4) Source code, repos, and escrow-like handoff terms

AR/VR clients often ask for “the repo.” Clarify:

  • Where code lives during development (your GitHub/GitLab vs client’s)
  • How often you push to client repo (weekly, per milestone)
  • What happens at termination (handoff of latest paid milestone)
  • Whether you provide build instructions and environment setup docs
  • Whether you provide “key person” knowledge transfer and at what rate

If you’re using proprietary build tooling or internal packages, specify what is included vs excluded.

5) Third-party assets, plugins, and license compliance

This section should be explicit in any augmented reality development agreement:

  • Identify third-party plugins or asset store content
  • Who buys the licenses (client or you)
  • What license type applies (single seat, multi-entity, redistribution restrictions)
  • Open-source obligations (attribution, source disclosure, copyleft triggers)

Service provider protection: state that you’re not transferring ownership of third-party components and that client must comply with license terms—especially if they later commercialize or redistribute.

6) Portfolio rights and publicity (important for developers)

As a service provider, you often need to show work:

  • Right to display screenshots/video in your portfolio after public launch (or after client approval)
  • Whether you can name the client
  • NDA carve-outs (e.g., you can say “AR training prototype for manufacturing client” without naming them)

Clients frequently accept this if you keep it reasonable and tied to public releases.

7) Confidentiality, inventions, and “residuals”

Two often overlooked items:

  • Residual knowledge clause: you can use general ideas/skills learned, as long as you don’t use client confidential info.
  • Inventions clause alignment: avoid clauses that claim anything you build “during the term” belongs to the client—even unrelated projects.

If a contract says “all inventions created during the engagement belong to client,” negotiate it. That’s a hidden trap for full-stack developers who build reusable XR frameworks on their own time.


Change orders: the clause that saves AR/VR projects

In immersive development, scope changes are normal—new devices, new interactions, new content, new comfort features. Make sure your vr developer contract includes:

  • A definition of what constitutes a change (device targets, FPS targets, content volume, new multiplayer mode, etc.)
  • The change order process (written request, estimate, timeline adjustment, approval)
  • What happens if client asks you to “just quickly” add a feature (it becomes a change order)

A strong change order clause keeps you collaborative without donating unpaid labor.


Common negotiation points (and how to respond as a service provider)

  • “We want unlimited revisions.”
    Offer defined revision rounds per milestone; additional rounds billed hourly.

  • “Guarantee it will pass app review.”
    You can agree to reasonable cooperation, but not a guarantee—platform decisions are outside your control.

  • “We need 120 FPS on all devices.”
    Tie performance to a device list and content constraints; offer optimization phases.

  • “We own all underlying tools.”
    Carve out Background IP; offer buyout pricing if they truly need full ownership.

  • “Support is included forever.”
    Offer a defined warranty period + optional maintenance retainer.


Practical checklist: technical + IP clauses to include

Use this as a sanity check when reviewing any ar development agreement or virtual reality developer contract:

Technical requirements

  • Platform/device list + primary target device
  • Engine/SDK versions + upgrade policy
  • FPS/frame-time targets + content/performance constraints
  • Asset formats + optimization responsibilities
  • Multiplayer/backend scope + hosting responsibility
  • Privacy/sensor data boundaries + compliance responsibility
  • QA process + acceptance timeline + bug severity definitions
  • Submission responsibilities + account ownership

IP and rights

  • Deliverables categorized (custom/background/third-party/client)
  • IP transfer triggered only on full payment
  • Source delivery/handoff terms + documentation expectations
  • Third-party license responsibility + open-source compliance
  • Portfolio rights + publicity boundaries
  • Residuals/know-how carve-out + inventions clause narrowed
  • Confidentiality + security obligations aligned to reality

Conclusion: Treat your AR/VR contract as part of your engineering stack

A good contract won’t make your app hit 90 FPS—but it will make sure everyone agrees on what “90 FPS” means, on which device, with which assets, and by what date. For full-stack immersive developers, the contract is the layer that stabilizes scope, timelines, and IP ownership so you can focus on building.

If you want a faster way to generate a solid starting point for a vr developer contract, virtual reality developer contract, ar development agreement, or augmented reality development agreement—with technical requirements and IP clauses you can customize—try an AI-powered contract generator like Contractable at https://www.contractable.ai.


Other questions you might ask next

  • What should an AR/VR Statement of Work (SOW) include beyond the main contract?
  • How do I write acceptance criteria for “comfort,” motion sickness, and UX quality in VR?
  • What’s a fair warranty period for AR/VR apps, and what should it cover?
  • How should I price IP buyouts for reusable XR frameworks or tooling?
  • What clauses do I need if the project uses eye tracking, face tracking, or spatial mapping data?
  • How do open-source licenses (MIT/Apache/GPL) affect redistribution of a VR app?
  • What’s the best way to structure milestone payments for prototype → alpha → beta → launch?
  • Should I deliver source code to the client repo from day one, or only at milestones?
  • How do I handle third-party asset store purchases so the client is properly licensed?
  • What should an ongoing maintenance and SDK upgrade clause look like for Unity/OpenXR projects?