Getting Started with ARKit: A Beginner’s GuideAugmented Reality (AR) blends digital content with the real world, and Apple’s ARKit is one of the most powerful toolkits for building AR experiences on iPhone and iPad. This beginner’s guide covers the fundamentals you need to start creating AR apps with ARKit: what ARKit is, required hardware and software, core concepts, a step‑by‑step walkthrough to build a simple AR app, tips for design and performance, common pitfalls, and resources to continue learning.
What is ARKit?
ARKit is Apple’s framework for augmented reality that leverages device cameras, motion sensors, and machine learning to place and track virtual objects in the real world. It integrates tightly with SceneKit, RealityKit, Metal, and SpriteKit so you can create everything from simple 2D overlays to fully interactive 3D experiences.
Supported devices and software
- ARKit requires iOS 11 or later; newer ARKit features require more recent iOS versions.
- Most modern iPhones and iPads support ARKit. For best results, use devices with an A9 chip or newer; many advanced features require A12 or later.
- Building ARKit apps requires Xcode (use the latest stable version that matches your target iOS).
- You’ll program primarily in Swift; familiarity with Swift and iOS fundamentals is recommended.
Core ARKit concepts
- ARSession: The engine that runs AR—processes camera and motion data, performs tracking, and produces ARFrame objects.
- ARConfiguration: Describes how AR should run (e.g., ARWorldTrackingConfiguration for 6DOF world tracking).
- Anchors: Points in the real world that you attach virtual content to (ARAnchor, ARPlaneAnchor, ARImageAnchor).
- Tracking: ARKit estimates the device’s position and orientation (pose) relative to the world. World tracking (6 degrees of freedom) is ARKit’s main mode.
- Hit testing & raycasting: Convert screen touches into intersections with estimated geometry or real-world features to place objects.
- Scene rendering: Use SceneKit, RealityKit, or Metal to render virtual objects. RealityKit is higher-level and AR-friendly; SceneKit offers familiar 3D APIs.
Planning your first AR app
Decide what kind of AR experience you want:
- Markerless placement (place a model on a detected surface)
- Marker-based (image anchors)
- Persistent world (saving anchors across sessions)
- Physics-driven interactions or simple visual overlays
For a beginner project, a markerless app that lets the user place a 3D model on a horizontal surface is a great starting point.
Step-by-step: Build a simple “Place a 3D Object” app (overview)
This walkthrough uses Swift, Xcode, and ARKit with SceneKit. RealityKit can be used similarly and is recommended for new projects due to simpler APIs for AR interactions.
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Create a new Xcode project
- Template: Augmented Reality App (or Single View App and add ARKit frameworks).
- Content Technology: SceneKit (or RealityKit if you prefer).
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Set up ARSession configuration
- Import ARKit and SceneKit (or RealityKit).
- Create an ARSCNView (SceneKit) or ARView (RealityKit) in your storyboard or programmatically.
- In viewWillAppear, run an ARWorldTrackingConfiguration:
- Enable plane detection: configuration.planeDetection = .horizontal.
- Optionally enable environment texturing or light estimation:
- configuration.environmentTexturing = .automatic - sceneView.autoenablesDefaultLighting = true
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Detect planes and show visual debugging
- Implement ARSCNViewDelegate methods like renderer(_:didAdd:for:) to respond when ARKit detects a plane.
- Add a simple semi-transparent SCNPlane to visualize the detected surface.
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Place a 3D model with a tap gesture
- Add a UITapGestureRecognizer to the scene view.
- On tap, perform a hit test (or raycast) from the touch point to the scene to find a plane:
- let results = sceneView.hitTest(location, types: [.existingPlaneUsingExtent])
- If a result exists, create an SCNNode with your 3D model and set its position to the transform from the hit test result.
- Add the node to the root node or to a created anchor.
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Load and configure 3D content
- Use .scn, .dae, or .usdz files. USDZ is recommended for RealityKit and for sharing AR assets.
- Scale and orient models to match real-world size. A common gotcha is models that are too large or small—adjust scale so an object feels natural relative to the user.
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Handle session interruptions and tracking state
- Implement ARSessionObserver methods to respond to session interruption, errors, or changes in tracking state.
- If tracking is limited, inform the user (e.g., “Move device to improve tracking”).
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Stop the session in viewWillDisappear to conserve battery.
Example code snippets
All multi-line code must be in fenced code blocks. Below are minimal examples for key parts.
Create and run configuration (SceneKit):
import ARKit import SceneKit import UIKit class ViewController: UIViewController { @IBOutlet var sceneView: ARSCNView! override func viewDidLoad() { super.viewDidLoad() sceneView.delegate = self sceneView.scene = SCNScene() sceneView.autoenablesDefaultLighting = true } override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) let configuration = ARWorldTrackingConfiguration() configuration.planeDetection = [.horizontal] configuration.environmentTexturing = .automatic sceneView.session.run(configuration) } override func viewWillDisappear(_ animated: Bool) { super.viewWillDisappear(animated) sceneView.session.pause() } }
Hit test and place node:
@objc func handleTap(_ gesture: UITapGestureRecognizer) { let location = gesture.location(in: sceneView) let results = sceneView.hitTest(location, types: [.existingPlaneUsingExtent]) guard let result = results.first else { return } let scene = SCNScene(named: "art.scnassets/chair.scn")! if let node = scene.rootNode.childNodes.first { node.position = SCNVector3( result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z ) sceneView.scene.rootNode.addChildNode(node) } }
Design and UX tips for AR
- Anchor content to real surfaces or image anchors so objects feel stable.
- Use scale and shadow to ground virtual objects visually. Subtle shadows improve realism.
- Provide clear instructions and onboarding (e.g., “Move your device slowly to scan the area”).
- Respect real-world occlusion when possible: use depth APIs (scene depth) or LiDAR on supported devices to occlude virtual objects behind real ones.
- Avoid placing interactive UI directly in the camera view; use a persistent HUD or gestures.
Performance and optimization
- Limit the number of rendered polygons and dynamic lights.
- Use Level of Detail (LOD) and texture atlases.
- Reuse nodes instead of recreating them repeatedly.
- Pause expensive tasks when ARSession is not running.
- For complex rendering, consider Metal or RealityKit’s optimized pipeline.
Common pitfalls and troubleshooting
- Objects drifting: often due to poor feature tracking—improve lighting, move slowly, or use more textured surfaces.
- Model scale wrong: check model units and scale before runtime; convert units if needed.
- Plane detection misses surfaces: increase device motion and scan more of the environment.
- App crashes on older devices: verify AR configuration compatibility and check device capabilities at runtime.
Advanced next steps
- Use ARImageAnchor for marker-based experiences.
- Implement ARKit’s people occlusion and body tracking for interactive scenes.
- Persist and share anchors using ARWorldMap for multi-session experiences.
- Explore RealityComposer and RealityKit for rapid prototyping and physics-enabled AR.
- Integrate CoreML for object recognition and scene understanding.
Resources to continue learning
- Apple’s ARKit developer documentation and sample code in Xcode.
- WWDC session videos on ARKit, RealityKit, and SceneKit.
- Community tutorials and GitHub sample projects for hands-on examples.
Summary: ARKit makes it possible to create immersive AR experiences by combining tracking, scene understanding, and rendering. Start with a simple plane-placement app, learn how to manage anchors and content, pay attention to scale and lighting, and iterate toward more advanced features like persistence, occlusion, and physics.
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