The key APIs and SDKs for building AR each serve a distinct purpose, from platform-specific development to cross-platform standards and web-based accessibility.๐
ARKit (Apple) ARKit is Apple’s native framework for building AR experiences on iOS, iPadOS, and visionOS . It provides the essential building blocks like motion tracking (6DoF), scene understanding (plane detection, image/object tracking), and people occlusion.
You typically pair ARKit with RealityKit for high-performance 3D rendering or SceneKit for simpler scenes .๐ค
ARCore (Google)ARCore is Google’s cross-platform SDK for Android and iOS . Its core capabilities mirror ARKit: motion tracking, environmental understanding (detecting horizontal/vertical surfaces), and light estimation . A standout feature is Geospatial API, which uses Google’s Street View data for precise outdoor location anchoring, and Cloud Anchors for persistent, shared AR experiences .๐
OpenXR (Khronos Group) OpenXR is not a specific AR SDK but an open, royalty-free standard for accessing VR/AR devices and runtimes .
Its goal is to let developers write code once and run it across many headsets (like Meta Quest, HoloLens, and SteamVR) without rewriting for each platform . It abstracts device features like display, tracking, input, and haptics into a unified API .๐ธ๏ธ
WebXR (W3C) WebXR is a web standard that brings AR/VR to browsers .
It lets you access immersive devices directly from a web page without installing an app.
On Android, it uses ARCore behind the scenes; on visionOS, it uses Apple’s ARKit . It’s ideal for accessible, link-shareable AR but currently supports fewer advanced features (like plane detection) compared to native SDKs .๐ก
How to Chooseยท ARKit for deep, native integration on Apple devices.ยท ARCore for broad reach across Android and iOS.ยท OpenXR when you need your app to run on many different headsets.ยท WebXR for instant, browser-based experiences.
Find and explore a specific use case, like building for headsets or web-based AR?
