Comparison

XRTracker vs ARKit Object Tracking

ARKit limits you to iOS and physical scans. XRTracker works cross-platform with any 3D model — no scanning required.

Feature XRTracker ARKit Object Tracking
PlatformsiOS, Android, Windows (more coming)iOS only (A12+ chip)
Model SourceAny Unity mesh (FBX, OBJ, glTF, etc.)Physical scan (.arobject)
Scanning RequiredNoYes — Apple's scanning app
Tracking MethodGeometry-based (silhouette, edge, depth)Feature points + color data from scan
Lighting RobustnessHigh — geometry doesn't change with lightSensitive — relies on visual features from scan
Texture DependencyNone — works on untextured objectsHigh — needs surface detail and contrast
Tracks Moving ObjectsYes — continuous real-time trackingNo — detection + anchor, static only
Remote ObjectsWorks — just need the 3D modelNo — requires physical access to scan
Desktop DevelopmentYes — test with webcamNo — iOS device required
CostFree Developer licenseFree (iOS lock-in)

Why Choose XRTracker

Geometry, Not Texture

ARKit scans color and surface features — changes in lighting conditions can degrade recognition reliability. XRTracker tracks object geometry (edges, silhouette, depth), which doesn't change with lighting conditions.

Real Tracking, Not Just Detection

ARKit detects a pre-scanned object and places an anchor — it's a one-time detection, not continuous model-based tracking. XRTracker actively tracks the object frame-by-frame, following it as it moves.

Cross-Platform from Day One

ARKit locks you into iOS. XRTracker deploys to iOS, Android, and Windows from a single Unity project — reach every device your users have.

Try It Free

Works on every platform. Get started in minutes.

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