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Extended Reality

Augmented Reality Development FAQs

What is augmented reality and how is it different from VR?

Augmented reality overlays digital content 3D models, text, animations on the user's real-world view, typically through a smartphone camera or AR glasses. The user remains present in and interacting with the physical environment. Virtual reality completely replaces the user's view with a computer-generated environment full immersion with no visibility of the real world. AR is more accessible (works on any modern smartphone, no dedicated hardware required), more practical for work applications (technicians can see both the instructions and the real equipment simultaneously), and lower cost to deploy at scale. VR provides deeper immersion for simulation and training scenarios where real-world context is not needed. Mixed Reality (Microsoft HoloLens) is an advanced form of AR where virtual objects can be precisely anchored to and occluded by real-world surfaces.

What is the difference between ARKit and ARCore?

ARKit (Apple) and ARCore (Google) are the native AR frameworks for iOS and Android respectively. Core capabilities are similar motion tracking, plane detection, light estimation. ARKit advantages: LiDAR depth sensor on iPhone Pro/iPad Pro (dramatically better surface detection and occlusion), USDZ format and QuickLook AR (share a USDZ file any iPhone user views it in AR without an app), and tighter hardware integration (consistent performance, faster AR session startup). ARCore advantages: broader device support (any ARCore-supported Android including mid-range), Depth API on a wider range of devices, and Scene Viewer for instant GLB viewing without a custom app. For cross-platform AR apps, Unity AR Foundation provides one codebase targeting both ARKit and ARCore backends.

What is WebAR and when is it the right choice?

WebAR delivers AR through the mobile browser no app install required. Users access via QR code or URL, the browser requests camera permission, and the AR experience runs in the tab. 8th Wall provides reliable World Tracking and Image Targets across iOS Safari and Android Chrome. WebAR is the right choice for: marketing campaigns and one-time experiences (lowest friction scan QR, experience AR), product visualisation in e-commerce (try-before-buy without app install), and event experiences with a diverse audience unlikely to install an app. WebAR is NOT the right choice for: industrial applications requiring high tracking accuracy (native AR is significantly more reliable), applications needing LiDAR or persistent anchors (not accessible from the browser), or complex experiences where browser rendering performance is a constraint.

Does AR require special glasses or hardware?

For most B2B AR applications today: no. Modern smartphones provide the camera, accelerometers, gyroscope, and (on iPhone Pro) LiDAR depth sensor required for production-quality mobile AR. No dedicated hardware procurement, no training users on new devices, no hardware inventory to manage. AR glasses (Microsoft HoloLens 2 at $3,500/device, Magic Leap 2, Meta Quest 3 with colour passthrough) provide a hands-free experience significantly more valuable for industrial field service where a technician holding a repair tool cannot also hold a phone. ClickMasters builds HoloLens 2 applications using Unity and MRTK for hands-free industrial AR. The hardware cost and limited installed base make glasses appropriate for specific industrial use cases, not consumer-facing applications.