ARKit limits you to iOS and physical scans. XRTracker works cross-platform with any 3D model — no scanning required.
| Feature | XRTracker | ARKit Object Tracking |
|---|---|---|
| Platforms | iOS, Android, Windows (more coming) | iOS only (A12+ chip) |
| Model Source | Any Unity mesh (FBX, OBJ, glTF, etc.) | Physical scan (.arobject) |
| Scanning Required | No | Yes — Apple's scanning app |
| Tracking Method | Geometry-based (silhouette, edge, depth) | Feature points + color data from scan |
| Lighting Robustness | High — geometry doesn't change with light | Sensitive — relies on visual features from scan |
| Texture Dependency | None — works on untextured objects | High — needs surface detail and contrast |
| Tracks Moving Objects | Yes — continuous real-time tracking | No — detection + anchor, static only |
| Remote Objects | Works — just need the 3D model | No — requires physical access to scan |
| Desktop Development | Yes — test with webcam | No — iOS device required |
| Cost | Free Developer license | Free (iOS lock-in) |
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.
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.
ARKit locks you into iOS. XRTracker deploys to iOS, Android, and Windows from a single Unity project — reach every device your users have.
More comparisons: vs Vuforia • vs VisionLib • vs MultiSet • All features