Building the ARDK-Getting-Started App for iOS

How to build the ARDK Getting Started app for iOS.

Steps

1) Check the System Requirements.

​ Since the ARDK-Getting-Started App has AR features, the minimum version supported is iOS 11.0

2) Download the SDK to your desired location.

3) Download the ARDK-Getting-Started App to your desired location

4) Open Unity Hub, click the Add button and browse to the folder you downloaded in step 3.

5) Select iOS as the target platform and click the project to open it in Unity.

6) Don't be alarmed if you see errors about missing ARDK namespaces. Follow these steps to import ARDK into the project.

7) Access the Build Settings (menu: File > Build Settings). Click the Player Settings button.

Change the Company Name to your organization's name. Then navigate to the iOS > Other Settings pane to specify your build settings.

Setting Value Function
Multithreaded Rendering Enable this option to use multithreaded rendering. Both enabling and disabling this option is supported by ARDK.
Camera Usage Description Enter the reason for accessing the camera on the iOS device. This value will be used to auto-populate the build's info.plist file.
Target minimum iOS Version 9.0+/11.0+ Select the minimum version of iOS that the app works on. Version 9.0 is the minimum for apps that only require networking features, while 11.0 is the minimum for AR features.
The ARDK-Getting-Started App uses AR, so 11.0 is the minimum required for this project.


9) Back in the Build Settings window, the Example/StarterScene should be automatically added and checked inside the Scenes In Build box. If it is not checked, find the scene in the Unity Project window and drag it into the box.

8) Click the Build and Run button. Save the build to your desired location and click Save. Xcode should open automatically after a short time.

9) Navigate to the project's Signing & Capabilities menu page. Select your Signing Team. You should also change the Bundle Identifier to your organization’s name.

10) Everything should now be ready to build to the mobile device! Connect your iOS device to your computer and click the Run button. The ARDK-Getting-Started App should open on the connected mobile device automatically.

11) If XCode throws multiple build errors regarding missing frameworks/symbols while trying the above step, this is because we include a post-build script that automatically populates the iOS Info.plist with necessary frameworks, and that script occasionally fails. To fix, either rebuild from Unity, or:

Navigate to the Frameworks, Libraries, and Embedded Content section of the General menu page.

Click the + button at the bottom to manually link the following frameworks:

  • ARKit
  • Vision
  • CoreML
  • CoreImage
  • MetalPerformanceShaders

12) Now that you've got the sample app running, check out the User Manual to learn more about how to integrate ARDK features into apps of your own!