If so I'll take the time to write up something if people are interested.
For things in the early stages, plugging yourself into the community is more valuable than consuming the right news or tutorials.
What are some of the AR/VR subreddits or chats you like?
/r/augmentedreality
- 6K Subscribers
- Demos of things people have built
- Promising
/r/virtualreality - 39K Subscribers
- Mix of gaming news and "see what I built" articles
/r/vr_ar_ux_design - 220 Subscribers
- Very UX article heavy
/r/AR_Innovations - 1K Subscribers
- Mix of consumer news and development resources about AR
/r/virtuality - 1K Subscribers
- Mostly hype about VR, few development resources
/r/Vive - 77K Subscribers
- Mostly about gaming, not developmentAre you wondering if it's better to use OpenGL/Metal instead of Unity? I'd say stick with Unity unless you've written a shader before. You're not going to build an optimized 3D/AR app without quite a bit of experience.
Ive been developing ARKit stuff solely with scenekit, and I enjoy it. I would like to learn unity, but I dont see a point now cause of the high learning curve to learn unity and since ARKit is iOS only, no point in using something thats cross platform. But would love to hear of any feedback on using Scenekit vs Unity!
The only thing is finding good resources to learn scenekit. Ping me if you are interested and I can send you some links that helped me learn Scenekit!
The ARKit api is very simple, I don't know what else I can do to improve the accuracy.
Also note that since ARKit identifies points from image features, stickiness will be improved with areas that have a lot of texture, like a wood table.
I’ve been experienmenting with ARKit to see where it works and where it fails, it does terrible if you use it in a car. Try it! That’s shows that Apple relies so much on the motion data on the phone.
Message if me if anyone has any questions or interests in ARkit, love to chat :).