Creating Augmented Reality Experiences with Swift and ARKit Framework

Creating Augmented Reality Experiences with Swift and ARKit Framework

Augmented Reality (AR) has been an emerging technology for the past few years, and now, with the help of Apple’s ARKit Framework, developers can create immersive and interactive experiences for their users. This article will explain how to create an AR experience using Swift and the ARKit framework.

The first step in creating an AR experience is to set up the project in Xcode. To do this, open Xcode and click on “Create a new Xcode project”. From there, choose the “Augmented Reality App” template and give it a name. Once the project is created, the next step is to add the ARKit framework to the project. To do this, open the project settings, select the “Frameworks, Libraries, and Embedded Content” tab, and then click the “+” button to add the ARKit framework.

Once the framework is added, the next step is to write the code for the AR experience. To do this, open the ViewController.swift file and add the following code:

import UIKit
import ARKit

class ViewController: UIViewController {

    // MARK: - Variables

    private let sceneView = ARSCNView()
    private let configuration = ARWorldTrackingConfiguration()

    // MARK: - View Life Cycle

    override func viewDidLoad() {
        super.viewDidLoad()
        setupSceneView()
    }

    override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        startSession()
    }

    // MARK: - Private Functions

    private func setupSceneView() {
        sceneView.delegate = self
        sceneView.frame = view.bounds
        view.addSubview(sceneView)
    }

    private func startSession() {
        configuration.planeDetection = .horizontal
        sceneView.session.run(configuration, options: [.removeExistingAnchors])
    }
}

// MARK: - ARSCNViewDelegate

extension ViewController: ARSCNViewDelegate {
    func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
        guard let anchor = anchor as? ARPlaneAnchor else { return }
        let planeNode = createFloor(anchor: anchor)
        node.addChildNode(planeNode)
    }
    
    func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
        guard let anchor = anchor as? ARPlaneAnchor else { return }
        node.enumerateChildNodes { (node, _) in
            node.removeFromParentNode()
        }
        let planeNode = createFloor(anchor: anchor)
        node.addChildNode(planeNode)
    }
    
    // MARK: - Private Functions
    
    private func createFloor(anchor: ARPlaneAnchor) -> SCNNode {
        let node = SCNNode()
        let geometry = SCNPlane(width: CGFloat(anchor.extent.x), height: CGFloat(anchor.extent.z))
        node.geometry = geometry
        node.position = SCNVector3(anchor.center.x, 0, anchor.center.z)
        node.eulerAngles.x = -.pi / 2
        node.opacity = 0.25
        return node
    }
}

The code above is responsible for setting up the AR session and detecting horizontal planes in the environment. The code also creates a node for each detected plane and adds it to the scene.

Now that the basic AR experience is set up, it’s time to add more features. For example, you can add 3D models to the scene, add animations, or even allow users to interact with objects in the environment. All of these features can be added using the ARKit framework.

In conclusion, Swift and the ARKit framework make it easy to create immersive augmented reality experiences. With Swift, you can quickly set up an AR session and begin adding features. By taking advantage of the features provided by the ARKit framework, you can create engaging and interactive experiences for your users.

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