RealityKit vs ARKit The RealityKit's ARSession is based on the ARKit's AR session, but has its own add-ons that allow you to automate the tracking of several anchors' types. However, the difference between two is that RealityKit has engines for rendering, physics and animation. And do not forget that ARKit is umbrella containing SceneKit and SpriteKit.

Understanding the Context

The framework supports the same type of transform matrices as SceneKit, RealityKit and Metal. iOS ARKit's collaboration with NearbyInteraction framework allows users to acquire the precise position of nearby devices (you can get distance, direction and IDs) with U1+ chips, using the visual capabilities of ARKit. iOS ARKit can capture 4K HDR video. I'm in the process of learning both ARKit and Scenekit concurrently, and it's been a bit of a challenge.

Key Insights

With a ARWorldTrackingSessionConfiguration session created, I was wondering if anyone knew of a way to get the position of the user's 'camera' in the scene session. By default, the world coordinate system in ARKit is based on ARKit's understanding of the real world around your device. (And yes, it's oriented to gravity, thanks to the device's motion sensing hardware.) Also by default, when you use ARSCNView to display SceneKit content in an ARKit session, the coordinate system of the scene's rootNode is matched to the ARKit world coordinate system. That ... With Apple ARKit and RealityKit you can build apps for visionOS and iOS.

Final Thoughts

PTC Vuforia was designed to create apps for Android, iOS and Universal Windows Platform. A crucial Vuforia's peculiarity is that it uses ARCore / ARKit technologies (also known as platform hard'n'soft enablers) if the hardware it's running on supports them. ARKit - Capture textures for provided environment mesh using Lidar Ask Question Asked 4 years, 5 months ago Modified 3 years, 5 months ago ios - ARKit - Capture textures for provided environment mesh using ... ARKit and LiDAR subdivide the reconstructed real-world scene surrounding the user into mesh anchors with corresponding polygonal geometry. Mesh anchors constantly update their data as ARKit refines its understanding of the real world.