XR App Development for Android & iOS (2024 Guide)
Developing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) apps for Android and iOS requires different approaches due to hardware and software differences. Here’s a complete breakdown of tools, frameworks, and best practices for cross-platform and native XR development in 2024.
1. Platform-Specific XR Development
A. iOS (ARKit)
Best for:
✅ High-end AR experiences (LiDAR-equipped devices)
✅ Face tracking (Animoji, AR filters)
✅ Apple ecosystem integration (Swift, RealityKit)
Key Tools:
- ARKit 6 (iOS 18) – World tracking, 3D object detection, hand tracking
- RealityKit – Apple’s 3D rendering engine (supports USDZ models)
- SwiftUI – Declarative UI for AR apps
- Xcode + Reality Composer – Visual scene builder
Example Use Cases:
- IKEA Place (LiDAR-based furniture placement)
- Snapchat Lenses (Face tracking)
B. Android (ARCore)
Best for:
✅ Wider device compatibility (3,000+ Android phones)
✅ Google ecosystem integration (Kotlin, Java)
✅ Geospatial AR (Google Maps integration)
Key Tools:
- ARCore – Depth API, Cloud Anchors, Scene Semantics
- Sceneform (Deprecated, alternatives: Filament, Unity)
- Android Studio – Official IDE for ARCore apps
- Google’s Geospatial API – GPS-based AR experiences
Example Use Cases:
- Google Maps Live View (AR navigation)
- Pokémon GO (Location-based AR)
2. Cross-Platform XR Development
A. Unity (AR Foundation)
✅ Supports both ARKit & ARCore
✅ Best for games, enterprise AR, and VR
✅ Uses C# (easier for beginners)
Workflow:
- Install AR Foundation + ARKit/ARCore plugins
- Build once, deploy to iOS & Android
- Optimize for Quest (Android) & Vision Pro (iOS)
Example Apps:
- Microsoft Mesh (Collaborative MR)
- Medical AR training apps
B. Unreal Engine (OpenXR)
✅ High-fidelity graphics (Nanite, Lumen)
✅ Best for cinematic VR, simulations
✅ Uses C++/Blueprints (steeper learning curve)
Workflow:
- Enable OpenXR in Project Settings
- Use XR pawn for movement
- Deploy to Meta Quest (Android) & Vision Pro (iOS)
Example Apps:
- Oculus first-party VR games
- Architectural walkthroughs
C. Flutter + ARKit/ARCore Plugins
✅ Single codebase for mobile AR
✅ Best for simple AR apps with UI focus
Workflow:
- Use
arkit_flutter_plugin
(iOS) - Use
arcore_flutter_plugin
(Android) - Build with Dart
Example Apps:
- AR shopping catalogs
- Interactive museum guides
3. Performance Optimization
Factor | iOS (ARKit) | Android (ARCore) |
---|---|---|
Tracking Speed | 60 FPS (LiDAR) | 30-60 FPS (varies by device) |
Battery Impact | Moderate (A17 Pro optimized) | High (depends on chipset) |
Best Practices | Use RealityKit for efficiency | Avoid heavy Sceneform models |
Optimization Tips:
✔ Reduce polygon count (use glTF/USDZ)
✔ Disable unused AR features (e.g., face tracking if not needed)
✔ Use occlusion culling (hide non-visible objects)
4. Publishing & Distribution
A. App Store (iOS)
- Requires ARKit compatibility note
- Test on iPhone 12+ (LiDAR helps)
- App Review may check for AR stability
B. Google Play (Android)
- ARCore Required filter applies
- Test on Pixel & Samsung flagships
- Use Play Asset Delivery for large 3D models
C. Side-Loading (Meta Quest)
- Android APKs work on Quest (via SideQuest)
- OpenXR ensures compatibility
5. Future Trends (2024-2025)
- Apple Vision Pro apps (RealityKit 3.0)
- Google’s ARCore with Gemini AI (object recognition)
- WebXR growth (No-app-store AR/VR)
Final Recommendations
Use Case | Best Tool |
---|---|
Mobile AR (iOS) | ARKit + SwiftUI |
Mobile AR (Android) | ARCore + Kotlin |
Cross-Platform AR | Unity (AR Foundation) |
High-End VR | Unreal Engine (OpenXR) |
Simple AR + UI | Flutter + Plugins |
Key Takeaway:
- For native performance → Use ARKit (iOS) / ARCore (Android)
- For cross-platform → Unity AR Foundation
- For graphics-heavy VR → Unreal Engine
What’s Next?
- AI-powered 3D generation (Apple’s MLX, Google’s Imagen)
- Neural rendering for realistic avatars
- More AR glasses support (Meta, Apple, Snap)