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ARKit: Developing Augmented Reality Apps

ARKit: Developing Augmented Reality Apps

ARKit: Developing Augmented Reality Apps

ARKit: Developing Augmented Reality Apps

Augmented Reality (AR) has evolved from a niche concept into a pivotal technology in the modern digital landscape. By superimposing virtual elements onto our physical surroundings, AR transforms everyday environments into engaging, interactive experiences. Apple’s ARKit stands at the forefront of this evolution, equipping developers with a robust yet approachable toolkit for crafting AR on iOS devices. As sectors ranging from retail and education to gaming and healthcare embrace AR, mastering ARKit has become an essential skill. Whether you’re a seasoned engineer or a newcomer, diving into ARKit opens doors to both creative exploration and commercial ventures.

What is ARKit?

ARKit is Apple’s framework for creating augmented reality applications on iPhone and iPad, which debuted with iOS 11.

  • It combines sophisticated computer vision, sensor fusion, and camera data to power AR functionality.

  • It integrates seamlessly with SceneKit, RealityKit, Metal, and Unity for flexible rendering options.

  • It enables features such as real-time motion tracking, surface detection, and precise placement of 3D content.

  • With each iOS release, ARKit introduces enhancements like people occlusion, advanced motion capture, and refined face tracking.


ARKit blends hardware capabilities with software algorithms to deliver responsive and accurate AR experiences. It synchronises camera imagery and inertial sensor data to construct a precise understanding of the user’s surroundings. Since its inception in 2017, ARKit has received several significant updates that broaden its feature set and boost performance. Developers can choose between high-level frameworks such as RealityKit or scene-graph APIs like SceneKit to render virtual objects. This versatility ensures ARKit can support projects from simple prototypes to highly interactive applications.

Importance of AR in Today’s Tech Landscape

  • Retail brands use AR to let customers virtually place products in their own spaces.

  • In education, AR facilitates immersive, hands-on learning experiences that boost engagement.

  • Healthcare applications employ AR for surgical planning, medical visualisations, and diagnostics.

  • Entertainment platforms leverage AR to create spatially aware games and dynamic filters.

  • As more devices add AR support, users increasingly expect rich, interactive app experiences.


Augmented reality is now driving innovation across multiple industries. Shoppers can preview furniture or decor in real time, reducing uncertainty before purchase. Educators deploy AR modules to bring abstract concepts like molecular structures to life in the classroom. In healthcare, AR assists with training by overlaying critical information onto patient models. With AR-capable devices proliferating, consumer demand for immersive, intuitive applications continues to accelerate.

Getting Started with ARKit

Requirements

  • A Mac running the current stable version of macOS is required for development.

  • The latest stable release of Xcode must be installed to access ARKit project templates.

  • An iOS device (iPhone or iPad) with at least an A9 processor (e.g., iPhone 6s or newer) is necessary.

  • The device must be updated to iOS 11 or later to ensure ARKit compatibility.

  • An active Apple Developer membership is needed for deploying to devices and App Store distribution.


Before diving into ARKit, confirm that your development setup meets Apple’s guidelines. Your Mac must run a recent version of macOS to support Xcode and related tools. Installing the latest Xcode release provides built-in AR templates and debugging features. You also need a physical iOS device with an A9 chip or later, running iOS 11 or above. Lastly, an Apple Developer account is essential for testing on real hardware and publishing your app.

Setting Up Your Development Environment

  • Open Xcode and create a new project using the “Augmented Reality App” template.

  • Choose either SceneKit or RealityKit based on your rendering requirements.

  • Add the NSCameraUsageDescription key to your Info.plist to request camera access.

  • Connect your iOS device via USB for live testing, as ARKit is not supported in the simulator.

  • Build and run the starter project to verify your environment is correctly configured.


With the prerequisites satisfied, launch Xcode and select the AR template to scaffold your project. Decide between SceneKit for scene-graph APIs or RealityKit for higher-level AR constructs. Declare camera usage in Info.plist so the system grants the necessary permissions. Attach your iPhone or iPad to your Mac to deploy and debug your AR application. Finally, run the default AR scene to ensure everything is set up properly before you begin customisation.

Basic Concepts to Understand

  • World tracking: Maintains the device’s spatial position and orientation within the environment.

  • Anchors: Fixed reference points that attach and stabilise virtual content in real space.

  • ARSession: Manages sensor data processing, camera streams, and world-tracking updates.

  • Scenes and nodes: SceneKit organises content hierarchically using SCNScene and SCNNode objects.

  • Coordinate systems: Grasping local and world coordinate spaces is vital for accurate object placement.


Before writing your first AR app, you should familiarise yourself with ARKit’s foundational concepts. World tracking allows the device to continuously update its frame of reference. Anchors provide stable points where digital content attaches and holds position. The ARSession object orchestrates all sensor and camera information, delivering timely updates for rendering. Additionally, understanding how SceneKit structures scenes and nodes will help you manage and organise virtual elements effectively.

Core Features of ARKit

Understanding the ARKit Framework

  • Provides streamlined APIs for initiating AR sessions with minimal setup.

  • Internally handles device pose estimation, sensor fusion, and camera calibration.

  • Offers rendering through SceneKit, RealityKit, or low-level Metal as needed.

  • Supplies real-time environment mapping updates for dynamic interactions.

  • Lets developers enable options like plane detection, face tracking, and image recognition.


ARKit’s design abstracts much of the complexity behind AR development, enabling you to focus on content rather than sensor management. It fuses inertial measurements with camera input to compute precise device positioning. The framework integrates with SceneKit for rapid prototyping, RealityKit for immersive AR, or Metal for complete rendering control. Continuous scene understanding feeds your app data about the user’s surroundings. Configurable session settings allow you to tailor ARKit to your project’s specific needs.

Plane Detection Capabilities

  • Identifies flat surfaces such as floors, tables, and walls.

  • Creates ARPlaneAnchor objects that update dynamically as the user moves.

  • Enables realistic placement of virtual content that aligns with real planes.

  • Supports both horizontal and vertical plane detection since ARKit 1.5.

  • Developers can choose to display detected planes or use them solely in code logic.


Plane detection is one of ARKit’s most widely used features for stabilising virtual objects. It scans the environment to find planar regions and returns anchor objects representing those surfaces. As the user explores the space, these anchors are refined to improve accuracy. Both horizontal surfaces like floors and vertical surfaces like walls can be recognised. You can visualise these planes during development or omit them in the final experience while still leveraging their data.

Light Estimation

  • Analyses camera frames to determine ambient light intensity and colour temperature.

  • Provides parameters to match virtual lighting with the real environment.

  • Helps digital objects blend naturally by adjusting shadows and highlights.

  • Updates lighting in real time as environmental conditions change.

  • Works seamlessly with PBR materials for enhanced realism.


ARKit’s light estimation capability elevates immersion by aligning virtual lighting with real-world conditions. By analysing live camera input, ARKit computes how bright and what hue the ambient light is. These values inform your scene’s lighting configuration, making objects appear integrated into their surroundings. As the user moves from bright to dim environments, lighting updates are applied instantly. When paired with physically based rendering, light estimation significantly enhances visual fidelity.

Building Your First AR App with ARKit

Step 1: Create a New Xcode Project

  1. Open Xcode and choose File → New → Project.

  2. Select App under the iOS tab, then click Next.

  3. Give your project a name (e.g. “FirstARKitApp”), set Interface to Storyboard (or SwiftUI if you prefer), Lifecycle to UIKit App Delegate, Language to Swift, and click Next.

  4. Choose a location for your project and click Create.

  5. Ensure your deployment target is iOS 11.0 or later (ARKit requires at least iOS 11).


Step 2: Enable ARKit & Camera Usage

  • In your project’s General settings, under Frameworks, Libraries, and Embedded Content, click the “+” and add ARKit.framework and SceneKit.framework.

  • Open Info.plist and add a Privacy – Camera Usage Description key with a string such as “AR experiences require camera access.”

  • If you use plane detection, add Privacy – Photo Library Usage Description only if you allow saving snapshots; otherwise, no additional keys are needed.


Step 3: Set Up an AR View

Storyboard approach:

  1. Drag an ARSCNView from the Object Library onto your main view controller.

  2. Pin its edges to the superview so it fills the screen.

Create an IBOutlet in your view controller:@IBOutlet weak var sceneView: ARSCNView!


Programmatic approach: swiftКопироватьРедактироватьlet sceneView = ARSCNView(frame: view.bounds)

view.addSubview(sceneView)


Configure & Run the AR Session In your view controller’s viewDidLoad and viewWillAppear, add:override func viewDidLoad() {

  super.viewDidLoad()

  // Optionally show statistics like fps and timing information

  sceneView.showsStatistics = true

  // Create an empty scene

  sceneView.scene = SCNScene()

}


override func viewWillAppear(_ animated: Bool) {

  super.viewWillAppear(animated)

  let configuration = ARWorldTrackingConfiguration()

  configuration.planeDetection = [.horizontal]  // detect horizontal surfaces

  sceneView.session.run(configuration)

}


override func viewWillDisappear(_ animated: Bool) {

  super.viewWillDisappear(animated)

  sceneView.session.pause()

}

Handle Plane Detection (Optional but Recommended) Conform to ARSCNViewDelegate and implement:func renderer(_ renderer: SCNSceneRenderer, 

              didAdd node: SCNNode, 

              for anchor: ARAnchor) {

  guard let planeAnchor = anchor as? ARPlaneAnchor else { return }

  // Create a plane geometry to visualise the detected surface

  let plane = SCPlane(width: CGFloat(planeAnchor.extent.x),

                       height: CGFloat(planeAnchor.extent.z))

  let material = SNMaterial()

  material.diffuse.contents = UIColor(white: 1.0, alpha: 0.5)

  plane.materials = [material]

  let planeNode = SCNNode(geometry: plane)

  planeNode.eulerAngles.x = -2 / 2  // rotate flat

  node.addChildNode(planeNode)

}


 And don’t forget to assign the delegate:sceneView.delegate = self


Place a 3D Object For a simple demonstration, add a sphere where the user taps:override func touchesBegan(_ touches: Set<UITouch>, 

                           with event: UIEvent?) {

  guard let touch = touches.first else { return }

  let location = touch.location(in: sceneView)

  let hitResults = sceneView.hitTest(location, 

                                     types: .existingPlaneUsingExtent)

  if let hit = hitResults.first {

    // Create a sphere

    let sphere = SCSphere(radius: 0.05)

    let material = SCMaterial()

    material.diffuse.contents = UIColor.red

    sphere.materials = [material]

    // Position it

    let node = SCNNode(geometry: sphere)

    node.position = SCNVector3(hit.worldTransform.columns.3.x,

                               hit.worldTransform.columns.3.y + 0.05,

                               hit.worldTransform.columns.3.z)

    sceneView.scene.rootNode.addChildNode(node)

  }

}


Step 3: Test on a Real Device

  • ARKit requires a device with an A9 chip or later (iPhone 6s and above).

  • Connect your device, select it in Xcode’s scheme, and click Run.

  • Move your device slowly around to allow the session to map surfaces, then tap to place your virtual sphere.


Step 4: Next Steps & Enhancements

  • Use RealityKit (iOS 13+): for higher-level APIs and Swift-only workflows.

  • Load custom 3D models: import .usdz or .scn assets into your asset catalog and instantiate them.

  • Implement plane updating: keep your visualisation in sync with ARKit’s refined anchors.

  • Add occlusion & lighting: enable realistic rendering via sceneView.automaticallyUpdatesLighting = true and ARKit’s environment textures.


With these steps, you’ll have a working ARKit app that detects surfaces and lets users place virtual objects. From here, you can explore more advanced features—such as image tracking, face tracking, or collaborative sessions—to enrich your AR experience.

Enhancing AR Experiences with Realistic Rendering

Techniques for Realistic Rendering

  • Employ PBR materials that imitate real-world surface interactions with light.

  • Introduce ambient and directional light sources to match the detected environment.

  • Render dynamic shadows and reflections that anchor objects to their surroundings.

  • Use occlusion so that virtual content can hide behind or be obscured by real objects.

  • Incorporate post-processing effects like bloom, depth of field, and motion blur for a cinematic touch.


Achieving lifelike AR content requires meticulous attention to lighting and materials. Physically-based rendering ensures that your virtual surfaces react to light just as real materials would. By tuning ambient and directional lights based on ARKit’s light data, you can harmonise virtual and real illumination. Shadows and reflections further reinforce the sense of depth and spatial coherence. Adding subtle post-processing effects elevates the presentation, giving your AR scenes a polished, film-quality appearance.

Adding Textures and Effects

  • Apply texture maps to material.diffuse.contents for intricate surface detail.

  • Use normal, specular, and metallic maps to simulate depth and reflectivity.

  • Integrate particle systems to create dynamic effects like smoke, sparks, or fire.

  • Animate textures or UV coordinates for interactive visual feedback.

  • Ensure texture resolution matches model scale to avoid pixelation.


Textures enrich your 3D models by adding complexity that geometry alone cannot deliver. Assign images to material.diffuse.contents to define colour and basic patterns. Layer in normal and specular maps to give surfaces depth and realistic light interactions. Particle emitters can introduce environmental effects, such as drifting fog, bursting embers, or magical particles. Maintaining appropriate texture resolution relative to model scale keeps visuals crisp and consistent.

Utilizing ARKit’s Advanced Features

Face Tracking

  • Leverages the TrueDepth camera to capture facial movements and expressions.

  • Constructs a detailed mesh of over 50 facial landmarks for animation or analysis.

  • Uses blend shape data to drive avatar expressions based on user input.

  • Powers features like Animoji, AR filters, and virtual makeup applications.

  • Supported on devices equipped with Face ID and the TrueDepth sensor.


ARKit’s face tracking harnesses Apple’s TrueDepth camera to analyse facial expressions in real time. It generates a high-resolution mesh that can animate digital masks or avatars. Blend shape coefficients allow you to replicate subtle nuances like smiles or frowns on your characters. This functionality underpins popular apps such as Animoji and various AR makeup tools. Face tracking is available on compatible iPhones and iPads featuring Face ID hardware.

Image Recognition

  • Detects and tracks predefined 2D images such as posters, logos, or artwork.

  • Requires ARReferenceImage objects with accurate physical dimensions.

  • Creates ARImageAnchor anchors when a recognised image appears in view.

  • Allows triggering of overlays, animations, or other interactive elements.

  • Ideal for applications in museums, marketing, education, and retail.


ARKit can identify static images placed in the user’s environment and anchor content to them. By supplying ARReferenceImage sets and their real-world sizes, the system matches camera input to these references. When an image is detected, ARImageAnchors enable you to overlay models or launch interactive sequences. This feature opens up possibilities for AR-enhanced print media, exhibition guides, and branded packaging. Adequate lighting and correct image scaling are key to reliable recognition.

Testing and Optimizing Your AR App

Best Practices for Testing

  • Test on real devices under a range of lighting conditions and surface textures.

  • Evaluate your app in indoor, outdoor, and cluttered environments to ensure robustness.

  • Enable ARSCNDebugOptions to inspect feature points, detected planes, and anchors.

  • Monitor ARSession states and implement graceful handling of interruptions.

  • Record user sessions to uncover usability issues and interaction friction points.


Comprehensive testing is vital for delivering a stable AR experience. Try your app in bright sunlight, dim rooms, and around various surface types to check tracking reliability. Turning on debugging overlays lets you visualise internal data like feature points and plane boundaries. Handle session interruptions, such as incoming calls, by listening to ARSession callbacks. Reviewing recorded user interactions helps you identify pain points and refine the overall user experience.

How to Optimize Performance

  • Use low-poly 3D models and compress textures to minimise GPU and memory load.

  • Limit the number of active nodes and particle effects to maintain high frame rates.

  • Remove unused anchors and pause AR sessions when the app is idle.

  • Employ Xcode’s profiling tools to track CPU usage, memory allocation, and rendering times.

  • Reduce update frequencies and simplify physics simulations where possible.


Performance tuning is essential because AR applications can be resource-intensive. Selecting lightweight models and optimised textures helps keep rendering efficient. Pruning unused scene graph elements frees memory and improves responsiveness. Profiling in Xcode reveals bottlenecks in processing and memory usage that you can address. Finally, lowering the complexity of physics interactions and update rates for less critical content enhances overall stability and smoothness.

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