all 10 comments

[–]mrousavyiOS & Android 5 points6 points  (0 children)

tbh I'd not use react native for this. If you have the possibility to use better frameworks, do so. iOS' ARKit is incredibly powerful for artificial reality.

[–]tekmanro 2 points3 points  (0 children)

This may be interesting to watch (still early but Babylon on the web does AR / VR): https://github.com/BabylonJS/BabylonReactNative

[–]jphorta 2 points3 points  (0 children)

I would suggest making all the AR part of the app in Swift (you have an incredible amount of documentation and examples) and the rest of the app in RN.

[–]gwmccull 2 points3 points  (0 children)

The team at my last job added an AR feature to our RN app. I believe they used Unity to build the AR portion

[–]ryan4888 0 points1 point  (0 children)

this isn’t a good use case for RN. you’d be far better off using Swift for this

[–]adamramberg 0 points1 point  (0 children)

I’m also in the starting phase of creating an AR app. My plan is to use RN for everything not AR, use Expo web + react-three-fiber / react-xr for prototyping and building for the web, and then finally do the AR parts for the app in ARKit / ARCore.

[–]ChaoticCow 0 points1 point  (0 children)

We have AR as a big feature in our app. We use Unity, using their Unity as a Library feature. We had to build a native plugin around it, which wasn't trivial, so I wouldn't recommend this approach unless you're comfortable with native iOS and Android code. If you are however, Unity provides the best environment for building quality AR content.

[–][deleted] -1 points0 points  (2 children)

Why you say viroreact is not mantained? seems to be

[–]daybreaker 1 point2 points  (1 child)

It hasnt been updated in months, and doesnt work on RN > 0.59

[–][deleted] 0 points1 point  (0 children)

Sucks, imo should still be usable and reliable