Service
AR app development — ARKit, ARCore and WebXR
Augmented reality that solves a real problem — try-on, placement, measurement, navigation — rather than a demo that impresses once.
- ARKit device floor
- iPhone 6s+
- LiDAR depth
- iPhone 12 Pro+
- ARKit, ARCore, RealityKit, WebXR
- 4 SDKs
The problem an AR app solves
Most AR projects stall in one of two places. Either the prototype looks good in a controlled demo and falls apart in a real room with real lighting and real tracking drift, or the AR is bolted onto a product where it adds novelty and no value. The hard part is not placing a model in a scene; it is making it hold up outside the demo.
How Dawar Mustaqeem builds an AR app
- 01
Decide native or web
WebXR removes install friction but gives up tracking quality, persistence and LiDAR. Native ARKit or ARCore gives you all three and costs an app store presence. This gets decided against your use case first, because it constrains everything after it.
- 02
Anchoring and tracking
Plane detection, raycasting and world anchors tuned for the actual environment. Where sessions need to survive a return visit, ARWorldMap persistence and relocalisation are built in rather than added later.
- 03
Handle drift as a normal condition
Indoor tracking drifts. Rather than assuming it will not, the interaction is designed to detect and recover — off-route detection with hysteresis, re-anchoring, and graceful degradation when tracking is lost.
- 04
Accessibility and feedback
Multi-modal output where it matters: spoken guidance, haptic patterns and high-contrast visuals, so the experience is not vision-only and works for more people.
- 05
Ship it
Full delivery through App Store and Play review, including the privacy declarations and camera-permission handling AR apps need.
What an AR app build includes
- A shipped AR app on iOS, Android, or the web
- Tracking and anchoring tuned for your actual environment
- Persistence across sessions where the use case needs it
- Accessibility built in rather than retrofitted
- App Store and Play Store submission handled
Technologies used to build an AR app
Related work by Dawar Mustaqeem
Common questions about AR app development
Should we build native AR or WebXR?
Native ARKit or ARCore when you need reliable tracking, persistence across sessions, LiDAR depth, or a polished commercial experience. WebXR when removing the install step matters more than fidelity — a link someone opens once. Most retail try-on and navigation work needs native.
Which devices support this?
ARKit covers iPhone 6s and newer, with LiDAR depth on Pro models from iPhone 12 onward. ARCore covers most Android devices from the last several years. WebXR support on iOS Safari remains limited, which is usually the deciding factor.
Do you need LiDAR?
No. LiDAR improves occlusion and scanning accuracy and makes plane detection faster, but the core experiences — try-on, placement, waypoint navigation — work on non-LiDAR devices with well-tuned plane detection.
Can AR work indoors where GPS does not?
Yes. Indoor positioning uses visual-inertial tracking and a navigation graph rather than satellites. My MSc research built exactly this — ARKit indoor navigation for visually impaired users, using waypoint graphs, Dijkstra pathfinding and ARWorldMap relocalisation, with no beacons or added hardware.
References for AR app development
The primary documentation behind the decisions on this page.
Got a project like this?
I'm based in Birmingham, UK and work with clients remotely. Tell me what you're building and I'll tell you honestly whether I'm the right fit.