Last Updated: October 16, 2026
Applies to: Build and Breach v3.0.0 and later (Meta Quest), including online squads from v4.0.0, and Build and Breach Builder v1.0.6 and later (desktop).
Sentari VR Systems ("we," "us," or "our") respects your privacy. This Privacy Policy explains how we collect, use, and handle information when you use our application, Build and Breach ("the App"), on Meta Quest devices, and our desktop companion application, Build and Breach Builder ("the Builder"), on your computer.
We collect minimal data necessary to provide the core gameplay and training experience.
The App requests the following Meta Platform permissions:
We do not use Meta Avatars, Invites, or any social features that transmit data to third parties.
The App generates performance metrics to facilitate After Action Reviews (AAR). This data is stored locally on your headset and includes:
Training Record: The App keeps a history of your graded rounds (date, scenario, difficulty, room complexity, score, and the results above) so you can track your progress in the headset's RECORD screen. It is stored only on your headset.
Diagnostics Log: To help us find crashes and performance problems, the App keeps a rolling log of its last 12 sessions on your headset. It contains technical events only: the App version, headset model and operating system, frame rate, battery level and temperature, error messages, and gameplay events (for example, a round starting or ending, or a door being opened). It contains no audio, no camera images, no room maps, and no name, email, or account details, and it uses a random session identifier rather than any hardware identifier. The App never uploads it. It leaves your headset only if you connect the Builder (see Section 2) or copy it off yourself, for example when sending it to us for support.
This data does not leave your headset unless you connect to the Builder (see Section 2) or manually export or share it.
Build and Breach utilizes the Meta Quest Passthrough API and Scene API to provide a Mixed Reality experience. Regarding this data:
The App asks for microphone access for Voice Commands, which let you give verbal commands (such as "Hands up!" or "Get down!") to the people in a scenario. Speech recognition runs entirely on your headset, using an offline speech model built into the App: your voice is matched against a fixed list of commands, and only the recognized command is used. Audio is never recorded, saved, or transmitted, and no speech service, ours or anyone else's, is involved.
Voice Commands can be turned off at any time in the App's SETTINGS, and you can deny or revoke microphone access in the Quest settings; the rest of the App works without it. The intro tutorial turns Voice Commands on while you play it so it can teach them.
When you are in an online squad, the App can send your microphone audio live to your teammates so you can talk to each other. Squad voice uses the same microphone permission. The audio is compressed on your headset, carried through Unity's relay servers (see Section 1G), and played on your teammates' headsets as you speak. It is never recorded or saved, by us, by Unity, or by the App, and it is not sent anywhere when you are not in a squad.
You control it in the App: push to talk or open mic in SETTINGS, MIC on the squad's party bar or the in-game menu to mute yourself, and MUTE on any teammate to stop hearing them. Voice Commands still run on your headset alone; only the recognized command (for example, "hands up"), never audio, is sent to the squad host so the people in the scenario react to it.
Purchases of the App and of any add-on content are made through the Meta Quest Store. The App asks Meta's platform whether your account owns that content; Meta handles the purchase and payment details, and we never see them.
To find and stay connected to the Builder, the App stores a small amount of connection information locally on your headset: the address of the computer that last ran the Builder, and a name for it, stored locally. This is an address on your own network (like 192.168.1.50), it stays on your headset, and is never sent to us.
Online squads let up to four players train together from different places. To make that work, the App uses three services from Unity Gaming Services, operated by Unity Technologies:
What a squad shares with your teammates: your player number (for example, "Player 2"; no real names are used), your head, hand, and weapon positions, your shots, hits, and scores, your loadout, the outline of the play space you mark (its corner positions only), the training room or generated house the host chose, the after action review, and squad voice if it is on (Section 1D2). It does not include camera images, your room scan, or any account details.
Like any internet service, Unity's servers receive your headset's IP address and basic technical details (such as the App version and device type) in order to connect you. Unity processes this data under the Unity Privacy Policy. Nothing is sent to Unity unless you host or join an online squad.
The host can remove a player from the squad at any time, and any player can leave. Squads are reached only by their code, so share it only with people you want to train with.
The Builder is a companion application that runs on your computer. It lets you author training rooms, run instructor-led sessions, and review replays.
The Builder contains no analytics, no telemetry, and no automatic update mechanism. It makes no connections to the internet; its only network activity is talking to headsets on your local network.
When the App and the Builder are connected:
How the devices find each other: the App discovers the Builder by sending a standard discovery query across your local network, and if needed it checks addresses on your local network directly. During discovery, devices on your network can see that a headset is looking for the Builder, and the Builder shows headsets that register with it. Discovery traffic never leaves your local network.
We use the data described above strictly for:
Local Storage: All user-generated data (performance logs, your training record, the diagnostics log, spatial anchors, save files, settings, and connection settings) is stored locally on your headset's internal storage. Rooms, replays, and the connected-headset list are stored in the Builder's application data on your computer.
No Cloud Storage: We do not operate a backend server that collects your personal usage data. All communication between the App and the Builder happens on your local network. Online squad traffic passes through Unity's relay servers, encrypted in transit (DTLS), and is not stored there.
Unity Gaming Services: online squads use Unity Authentication, Lobby, and Relay, as described in Section 1G, under the Unity Privacy Policy. Solo play and the Builder do not use them.
Apart from that, we do not share data from the App or the Builder with third parties. The App runs on the Meta Quest platform, which collects its own telemetry and usage data governed by the Meta Privacy Policy.
Our website is separate from the App and the Builder: if you use the contact form, the details you submit (such as your name, email address, and message) are stored with our website hosting provider so we can respond. The App and the Builder never send anything there.
Build and Breach is a tactical training simulator not intended for children under the age of 13. We do not knowingly collect personal information from children under 13.
Since data is stored locally on your devices, you have full control over your information:
We may update our Privacy Policy from time to time. We will notify you of any changes by posting the new Privacy Policy on this page.
If you have any questions about this Privacy Policy, please contact us at:
Sentari VR Systems
Email: info@sentarivr.com