What you're actually building when you make AR

Augmented Reality (AR) layers digital objects onto the real world you see through your phone camera or headset. When you build AR, you're creating software that recognizes a space or an image, then places 3D models, text, or animations into that space so they appear to sit in the real environment.

Most people start with one of three routes: using a no-code AR app builder (the fastest way), learning a game engine like Unity or Unreal (more control, steeper learning curve), or writing code directly with a framework like ARKit for Apple devices or ARCore for Android. The route you pick depends on whether you want to ship something in weeks or months, and how much customization you need.

Before you pick a tool, decide what your AR does. Is it placing furniture in a room? Overlaying information on a landmark? Turning a printed image into an animated character? The answer changes which tool makes sense.

Key Takeaways

  • No-code AR builders like 8th Wall, Zappar, and Adobe Aero let you create AR experiences without writing code, though they limit what you can customize.
  • Unity and Unreal Engine are the standard tools for complex AR, but require learning C# or C++ and take longer to master.
  • ARKit (Apple) and ARCore (Google) are the underlying frameworks that power AR on phones; most creators use them through Unity rather than directly.
  • Image tracking (recognizing a printed photo or poster) is simpler to set up than world tracking (placing objects in any space), so start there if you're new.
  • Testing on a real device matters more for AR than other software because the camera, lighting, and space change everything.

Starting with no-code AR builders

If you want to see something working in a day or two, a no-code builder is the right choice. 8th Wall runs AR in a web browser on any phone without requiring an app download — you build in their editor, publish a link, and users see your AR by visiting that link. Zappar works similarly but also publishes to iOS and Android apps. Adobe Aero is built into Creative Cloud and lets you import designs from Photoshop and Illustrator, then add AR interactions.

These tools handle the hard parts for you: they manage the camera, detect surfaces, and handle lighting. You drag objects into a scene, set them to appear when a user points their camera at a specific image or location, and publish. The tradeoff is that you can't customize the underlying behavior much — if the tool doesn't have a feature built in, you can't add it yourself.

Start by picking one and following their tutorial. 8th Wall and Zappar both have free tiers that let you publish a few projects. Adobe Aero requires a Creative Cloud subscription. Each has a different editor style, so try the free version of whichever appeals to you first.

Learning Unity for more control

Unity is the most common path for creators who want to build something more complex. It's a game engine that runs on Windows, Mac, and Linux, and it has built-in support for ARKit and ARCore through plugins called XR Interaction Toolkit and AR Foundation. You write code in C#, import 3D models, and test on a real phone connected to your computer.

The learning curve is real. You need to understand how scenes work, how to write scripts that respond to user input, and how the AR frameworks detect the environment. But once you know Unity, you can build almost anything: AR games, industrial training tools, interior design apps, medical visualization — anything that needs custom behavior.

Start with Unity's own AR tutorials on their learning platform. Download Unity Hub (free), create a new 3D project, and follow the "AR Foundation" beginner course. You'll need a phone to test on — Android is slightly easier to set up than iOS because you don't need an Apple Developer account, though both work. Plan on spending 20 to 40 hours before you can build something simple from scratch.

Understanding image tracking versus world tracking

Image tracking means your AR experience triggers when the camera sees a specific image — a poster, a product box, a printed photo. You upload the image to your tool, and it watches for that image in the camera feed. When it sees it, your AR content appears anchored to that image. This is simpler and more reliable because the system has something specific to look for.

World tracking means your AR experience places objects in any space without needing a trigger image. You point your camera at a wall or floor, tap where you want something to appear, and it stays there. This is more flexible but harder to get right because the phone has to understand the 3D shape of the space around it using only the camera feed.

If you're new to AR, start with image tracking. It's faster to set up, more reliable in different lighting, and easier to test. Once you understand how that works, move to world tracking. Most no-code builders support both; Unity and Unreal support both through their AR frameworks.

Getting 3D models into your AR experience

Your AR needs 3D objects to display. You can find free models on sites like Sketchfab, TurboSquid, or CGTrader. Download them in FBX or GLTF format — these are the standard formats that AR tools understand. If you're using a no-code builder, check their documentation for which formats they accept; most accept FBX and GLTF.

If you need a custom model, you can hire a 3D artist on Fiverr or Upwork, or learn to make simple ones yourself in Blender (free, open-source). Blender has a steep learning curve, but there are hundreds of tutorials. For most AR projects, you don't need photorealistic models — simple, clean geometry works better because it renders faster on phones.

When you import a model, check its scale. A model made for a video game might be the size of a building in AR. Most tools let you scale the model in the editor, but it's worth checking before you publish. Also test how the model looks under different lighting — AR lighting changes constantly as the user moves around.

Testing on a real device before you publish

AR is one of the few kinds of software where testing on your computer isn't enough. The camera, the lighting, the way the phone detects surfaces — all of it changes in the real world. A model that looks perfect in your editor might be too dark in sunlight, or the image tracking might fail if the printed image is crumpled.

If you're using a no-code builder, you can usually preview in the editor and then test on your phone by visiting a link or downloading a test app. If you're using Unity, connect your phone to your computer via USB, build the project to your phone, and test it in the actual space where people will use it. Test in different lighting — bright sunlight, indoor office lighting, dim rooms. Move around. Try it from different angles.

Ask someone else to test it too. You know how your AR is supposed to work, so you'll unconsciously point the camera the right way. Someone seeing it for the first time will find the ways it's confusing or breaks.

Publishing your AR experience

How you publish depends on which tool you used. No-code builders usually give you a link you can share immediately — 8th Wall publishes to the web, Zappar can publish to web or app stores. If you built in Unity, you need to build for iOS or Android and submit to the App Store or Google Play, which takes a few days for review.

If you're publishing to the web, test the link on different phones and browsers. If you're publishing to an app store, read their AR guidelines — both Apple and Google have specific rules about what AR can and can't do. For example, AR can't be used to identify people by their face without explicit consent.

Start small. Publish a version with one feature working well rather than waiting until everything is perfect. You'll learn more from real users pointing their cameras at your AR than from testing alone.

Frequently Asked Questions

Do I need to know how to code to build AR?

No. No-code builders like 8th Wall and Zappar let you build AR by dragging objects and setting rules in a visual editor. You'll hit limits on what you can customize, but you can publish something real without writing code. If you want more control, you'll need to learn C# for Unity or C++ for Unreal.

What's the difference between ARKit and ARCore?

ARKit is Apple's AR framework for iPhones and iPads. ARCore is Google's equivalent for Android phones. Most creators don't use them directly — instead, they use Unity or Unreal, which handle both frameworks behind the scenes. If you're building in Unity, you write code once and it works on both iOS and Android.

Can I build AR for VR headsets like Meta Quest?

Yes, but it's different from phone AR. VR headsets have built-in cameras and spatial tracking, so you use the same engines (Unity, Unreal) but different frameworks. Meta Quest uses Meta's XR SDK. Start with phone AR first — the concepts are similar, but the hardware is more accessible for learning.

How long does it take to build a simple AR app?

With a no-code builder and a pre-made 3D model, you can have something working in a few hours. With Unity and custom code, expect a few weeks for something simple. The time depends on what "simple" means — placing a static 3D model is fast; making it respond to touch, animate, or interact with the environment takes longer.

What phone do I need to test AR?

Any modern phone works. iPhones from iPhone XS onward support ARKit. Android phones from roughly 2018 onward support ARCore, though support varies by manufacturer. Check the ARKit and ARCore documentation for the full list. You need at least one phone to test on — testing in the editor isn't enough.