Many developers, myself included, use Unity for 3D application development as well as making games. There are many that mistakenly believe Unity to be a game engine. And that, of course, is how it started. But we now live in a world where our applications have a new level of depth.
The reveal of Apple's new ARKit extensions for iPhones and iPads, while not much of a shock, did bring with it one big surprise. By finding a solution to surface detection without the use of additional external sensors, Apple just took a big step over many — though not all — solutions and platforms currently available for mobile AR.
At Apple's yearly event, the World Wide Developers Conference, the tech giant finally announced their decision to enter the augmented reality space. Through adding basic AR functionality to the beta release of Xcode 9, the development environment for Mac computers, as well as their line of iOS devices, the company has said they understand the importance of the tech.
During the opening keynote of their Worldwide Developers Conference today in San Jose, Apple introduced the ARKit for the new iOS 11 that will bring augmented reality apps to millions of compatible iPhones and iPads.
Apple is combining internal and external talent in an effort to give them in edge in the augmented reality market, though we still don't know what form their foray into alternative realities will actually take.
Have you been noticing SpaceX and its launches lately? Ever imagined how it would feel to launch your own rocket into the sky? Well, imagine no longer!
Ever notice how some augmented reality apps can pin specific 3D objects on the ground? Many AR games and apps can accurately plant various 3D characters and objects on the ground in such a way that, when we look down upon them, the objects appear to be entirely pinned to the ground in the real world. If we move our smartphone around and come back to those spots, they're still there.
Hello, budding augmented reality developers! My name is Ambuj, and I'll be introducing all of you Next Reality readers to the world ARKit, as I'm developing an ARKit 101 series on using ARKit to create augmented reality apps for iPad and iPhone. My background is in software engineering, and I've been working on iOS apps for the past three years.
As a developer, before you can make augmented-reality robots that move around in the real world, controlled by a user's finger, you first need to learn how to harness the basics of designing AR software for a touchscreen interface.
In the first part of this series, we looked at the surface detection that is provided by the ARKit. We looked at how it worked and covered some of the tools that could help us determine what is not working; when it doesn't. Now let's take this to the next step.