I've been doing mobile AR since 2011 and it seems like there is probably demand for some AR app best practices now that ARKit and FB Studio are coming out. Is that accurate?<p>If so I'll take the time to write up something if people are interested.
This post is a list of links you'll find on the natural Google searches. That's fine as a gateway drug, but you'll get more mileage out of frequenting one of the AR/VR subreddits or chats.<p>For things in the early stages, plugging yourself into the community is more valuable than consuming the right news or tutorials.
I made a sample code to place a 3D sphere with ARkit. it differs from the official demo by detecting not only horizontal surfaces, but also feature points (for example, vertical walls). But so far I wasn't able to achieve the same kind of accuracy as shown by the ruler video and few other demos.<p>The ARKit api is very simple, I don't know what else I can do to improve the accuracy.
Started a ARKit project, I am trying to accurately place a shape based on user touch. Is this possible without vertical plane detection ? I am new to Swift, but have been picking it up quickly.
I've been playing with ARKit quite a bit recently and enjoying it. There's a plugin available for Unity now that integrates with ARKit which makes converting models convenient.
Do people have strong opinions on building ARKit apps with XCode vs using a Unity plugin? Does it matter if I'm coming mostly from a JavaScript / web dev background?