How to create an AR App using ARkit & Unity

Apple unveiled iOS 11 at WWDC 2017 and with it, they released a bunch of new libraries and features for developers to play around with. ARKit was amongst them and blew developers away with it’s ability to track the surroundings, planes and scale objects so well. While ARKit is exclusively meant for iOS only, you can use Apple’s official IDE- Xcode or third-party Game engines such as Unity or Unreal Engine to develop your apps. In this tutorial, we’ll using Unity since it is easier to begin and build upon when compared to Unreal Engine or Xcode because it has a steeper learning curve unless and of course, you’re already aquatinted with it. If you have seen my last tutorial on how to build an Augmented Reality application using Unity and Vuforia, you would have noticed that it was cross-platform and required you to be connected to the internet but it worked only if you have some form to marker like an image or text to augment your 3D content upon; but this is however not the case with ARKit. ARKit is baked onto iOS 11 and it works offline so at least until now, you can’t preview your applications on the iOS simulator or Unity; you’ll have to run it on a device that is capable of having iOS 11 if you want to test your applications.

Videocast

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