Available Now · 30+ AR Experiences

AR App Development Company

ARKitARCoreWebARSpatial Computing

Miracuves is an enterprise AR app development company. We build augmented reality apps and features with ARKit, ARCore, Unity AR Foundation, and WebAR in 2-8 weeks - with 100% source code ownership, the 3D source files included, and an NDA signed on day one.

★★★★★ Clutch reviewed 5.0Ready-made platforms from $2,199View live deployments

  • 15+ AR Engineers
  • 30+ AR Experiences
  • 2-8 Wk Custom Delivery
  • ARKit + ARCore + WebAR
2-8wkCustom AR delivery
$3,699Custom AR work, from
30+AR Experiences
100%IP assignment
AR engineers active right now
ARKitARCoreUnity ARWebXR9,000+ deliveredNDA day one
  • iOS · Android · WebOne Unity codebase for phones, WebAR by link
  • 30+ AR ExperiencesDeployed by Miracuves
  • ARKit · ARCoreOur AR core platforms
  • 2-8 WeeksCustom AR, brief to launch
  • 100% Source CodeIP ownership guaranteed
  • White-Label Ready

    Fully rebrandable on delivery

  • NDA Day One

    IP protected first call

  • Full Source Code

    Delivered at handoff

  • 60-Day Support

    Post-launch included

  • 100% IP Ownership

    Yours - always

  • Clutch Reviewed 5.0★

    Third-party verified

More than 6,000+ Companies Trust us Worldwide
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In short

Miracuves is an AR app development company that builds augmented reality apps and features with ARKit, ARCore, Unity AR Foundation and WebAR, for retailers, training teams, venues and marketers who need 3D content fixed to the real world. Custom AR work starts from $3,699 and takes 2-8 weeks; ready-made platforms ship in 6 working days. You own 100% of the source code.

Our AR Approach

How Miracuves delivers AR experiences - from 9,000+ projects of real experience

After delivering 30+ augmented reality experiences across retail, education, industrial training, and marketing, Miracuves has a specific approach to AR development: pick the tracking mode the use case needs, get the 3D assets light enough for mid-range phones, and plan a fallback for devices without depth sensors. We build with ARKit, ARCore, Unity AR Foundation, and WebAR - from prototype to production in 2-8 weeks.

One AR pipeline targets ARKit on iOS and ARCore on Android, with WebXR where the browser is the right surface. In Unity AR Foundation the scene and interaction code is written once in C#, so a placement or tracking fix ships to iPhone and Android in the same release - one team, one release train, and the full source code yours on handoff.

Who this service is built for: Retail and e-commerce brands adding try-on or view-in-your-room, manufacturers and training teams putting instructions onto real equipment, venues building indoor wayfinding, and marketing teams running camera effects that open from a link or QR code. Miracuves AR development fits when you want a custom AR app, or an AR feature inside an app you already have, with published pricing, full IP ownership, and a company accountable for delivery - not individual contractors. If your users will wear a headset in a fully virtual world, or the product is a game first, we will say so upfront and point you to VR app development or game development instead.

  • ARKit and the ARCore Depth API on every native project: 6DOF tracking, plane detection, and real-world occlusion on devices that support depth
  • Unity AR Foundation for cross-platform AR: one C# codebase targeting iOS and Android, plus OpenXR headsets when a project needs them
  • WebAR for browser-based AR: WebXR on Android and AR Quick Look on iPhone, no app install required, shareable via link or QR code
  • 3D asset pipeline from Blender/Maya to USDZ/glTF: optimized for mobile AR with LOD management
  • App Store, Google Play, and Web deployment fully managed: including the ARKit device requirement on iOS and the AR Required or AR Optional setting on Google Play
9,000+Projects delivered since 2010
3,900+Apps published by Miracuves
90+Ready-made solutions to start from
6 daysReady-made clone delivery
2-8wMiracuves custom AR build timelines
100%Source code ownership
iOSARKit + RealityKit
AndroidARCore + SceneView
WebWebXR · AR Quick Look

Why AR at Miracuves

  • Custom AR delivery2-8 weeks
  • AR platforms supportediOS · Android · WebAR
  • Tracking fidelity6DOF · SLAM
  • Phones without LiDARFallback built in
  • 3D asset pipelineUSDZ · glTF · FBX
  • Source code ownership100% yours
From our delivery team - engineering standard
Every AR engagement starts from the same written baseline: scope, target devices and the 3D asset list agreed before the first commit, changes reviewed in pull requests, secrets kept in environment configuration rather than the repository, and a performance pass on the oldest phone in the support matrix before handover. Nothing is quoted verbally.

Ready-made platforms · 6 days

Ready-made platforms Miracuves has deployed - what you can launch today

Six of our 90+ ready-made platforms, each shipping with its apps and admin panel in 6 days.

View All Ready-Made Solutions

Honest noteAR is right when the product has to sit in the real world. For fully immersive VR training with haptic feedback, see VR app development; for a 3D game, see game development. We tell you which fits before any commitment.

Technology Comparison

AR (Miracuves) vs VR-First vs Mobile-App-Only - which is right for your project?

The first AR question is whether the product needs AR at all, and if it does, whether it belongs on a phone camera or inside a headset. Miracuves answers it before any quote - that choice sets your reach, how people engage, and how complex the build gets.

MetricFive things that decide cost, speed and reach
Miracuves default

AR by Miracuves

ARKit + ARCore + WebAR

VR-first

Game engine + headset

Mobile app only

No AR layer

01User reach
Most modern phonesARKit on recent iPhones and iPads, ARCore on supported Android phones, WebAR by link
Headset owners onlyNeeds a VR headset such as Meta Quest
Every smartphoneStandard iOS and Android app, no camera tracking
02Spatial awareness
6DOF in the real worldPlane detection, anchors, and depth occlusion where supported
Room-scale 6DOFA fully virtual scene; the real room is hidden
None2D screens only
03Dev speed
Fast for focused featuresARKit, ARCore and AR Foundation handle tracking; 3D assets set the pace
SlowerWhole environments to model, light and optimize
FastestStandard mobile frameworks
04Hardware access
Camera, IMU, LiDAR, depthLiDAR and depth only on devices that have them, with fallbacks
Controllers, hands, hapticsHeadset SDKs, usually through OpenXR
Standard phone APIsNo AR-specific hardware
05Best for
Try-on · placement · wayfinding · trainingAnything that has to sit on a real product, face or room
Gaming · training · simulationFully immersive worlds
Standard 2D appsWhen AR adds nothing the user needs
Choose AR (Miracuves) if…

You need AR on mobile devices for retail, education, navigation, or marketing · cross-platform ARKit/ARCore · no headset required · one partner owning the full AR pipeline.

Consider an alternative if…

Your users will wear a headset in a fully virtual world (see VR app development), or the product needs no camera layer at all and a standard app will do. See Custom Mobile App Development →

AR guide

What to know before you hire an AR app development company

The questions buyers ask before an AR project starts - which framework to build on, whether a hybrid app can do it, which use cases pay off, what breaks on real phones, and what it costs.

What does an AR application development service include?

An AR application is an ordinary app with a camera layer that understands the room. The development service covers both halves: the tracking and rendering that keep a 3D object fixed to a real floor, face or product label, and the app around it - login, catalogue, checkout, analytics. Most of the effort usually goes into the 3D content, not the code.

A Miracuves AR build includes:

  • Use-case and device scoping: which phones must work, and what happens on phones without LiDAR or depth
  • The tracking mode the use case needs - plane, image, face, body or geospatial
  • A 3D asset pipeline from your CAD, Blender or Maya files to optimized USDZ and glTF
  • The AR view in Swift, Kotlin or Unity, plus WebAR where a link beats an install
  • Device testing, store submission and the full source code, 3D source files included

ARKit, ARCore, Unity AR Foundation or WebAR - which should you build on?

ARKit is Apple's framework and gives the best tracking on iPhone and iPad, including LiDAR scene meshes on Pro models. ARCore is Google's equivalent for Android, and its Cloud Anchors and Geospatial API can also be used from iOS. Building both natively means two codebases - Swift with RealityKit, Kotlin with SceneView - which pays off when AR is one screen in a mostly standard app.

Unity AR Foundation wraps ARKit and ARCore behind one C# API, so the 3D scene is written once; it is our default when the AR scene is the product, and our Unity 3D development team covers the engine in depth. WebAR runs in the browser with no install, which suits campaigns and product previews reached by QR code, but tracking is simpler and heavy scenes load slowly. For interactive 3D in the browser without the camera, see WebGL development.

Can Cordova or another hybrid framework build an AR app?

Not well, and we will say so before you pay for it. Cordova renders the app inside a WebView, while AR needs frame-by-frame access to the camera and motion sensors through ARKit and ARCore. The only route is a native plugin bridging to those frameworks, which adds a layer to maintain and a wait every time ARKit or ARCore changes and the plugin has to catch up.

If you already have a Cordova or Ionic app, the practical answers are to open the AR view as a native screen written in Swift and Kotlin, to hand the 3D model to AR Quick Look on iPhone and Scene Viewer on Android, or to embed a Unity AR view as a library. For a new product where AR is central, native or Unity from day one costs less over the product's life.

Which AR use cases are worth building?

The ones where seeing the object in place answers a question a photo cannot. Each needs a different tracking mode, and the tracking mode drives cost:

  • Retail try-on - face tracking for eyewear, cosmetics and jewelry, with light estimation so materials look real
  • Product placement - plane detection and true-to-scale models, so furniture, appliances or signage can be judged in the actual room
  • Indoor navigation - GPS is unreliable inside buildings, so wayfinding uses mapped anchors, image markers or beacons and a floor-plan route graph
  • Training and field service - image or object tracking on real equipment, with step-by-step overlays that work offline
  • Marketing effects - WebAR opened from a QR code on packaging or print, so nobody has to install anything

What limits AR on real phones, and how do you test it?

AR is among the heaviest workloads a phone runs: camera, sensors, tracking and 3D rendering at once. Phones heat up and throttle during long sessions, batteries drain fast, and tracking struggles on blank walls, glossy floors and dim rooms. LiDAR and depth sensors are on some models only, so occlusion and instant placement need a fallback for everyone else.

We test on physical phones, never on simulators alone: a matrix of older and current iPhones and Android phones from several makers, with and without LiDAR, in bright, dim and cluttered rooms. Each build is checked for frame rate over a long session, how far a placed object moves after walking around it, recovery when tracking is lost, and what happens when the user refuses camera permission.

What does AR app development cost, and how long does it take?

Custom AR work at Miracuves starts from $3,699 and takes 2-8 weeks, depending on the work; the smaller the scope - one AR view in an existing app, one WebAR effect - the closer it lands to that figure. A custom AR MVP typically runs $8,000-$25,000, also over 2-8 weeks, and larger scopes are quoted in writing before work starts.

The budget moves most with the 3D assets: how many there are, whether they exist as CAD files or must be modeled from photos, and how far they must be slimmed down for mid-range phones. If the AR sits inside a store or marketplace, a ready-made platform such as our Amazon clone can carry it and ships in 6 working days at its listed price.

How do you choose an AR app development company?

Ask for the device list a past AR project was tested on, and what the app did on phones without LiDAR. Ask how 3D models get from CAD to a file size a phone can load, and who owns the model source files afterwards - some studios hand over the app but keep the models. Ask whether they will tell you when WebAR, a plain 3D viewer or no AR at all would serve your users better.

A freelancer can build a convincing demo; a production AR app also needs a backend, a store submission and someone to fix tracking after the next iOS or Android update. At Miracuves one team covers the AR engineer, 3D artist, backend, QA and project manager, and you own 100% of the code and the 3D source files at handoff.

Technical Architecture

How Miracuves engineers structure AR projects for production

These are the decisions our engineers make on every AR project - how the scene is understood, how objects stay anchored, and how much 3D a phone can render - the choices that decide whether the AR holds steady on real devices or has to be rebuilt.

  • 01

    Architecture - AR Pipeline: Scene Understanding → Tracking → Rendering

    Scene Understanding: Miracuves uses ARKit's world-tracking and ARCore's depth API for real-time environment mapping. Plane detection, image recognition, and object anchoring form the base layer before any virtual content is placed. This is how Miracuves achieves accurate occlusion and surface alignment.

  • 02

    Tracking - 6DOF Visual-Inertial Odometry

    6DOF visual-inertial odometry fuses camera frames with IMU data for low-drift positional tracking. Miracuves implements SLAM-based relocalization, persistent AR anchors, and, on LiDAR devices, environmental mesh generation - ensuring virtual objects stay locked to the real world across device movements.

  • 03

    Rendering - Metal / OpenGL ES with PBR Materials

    Physically-based rendering via Metal (iOS) and OpenGL ES (Android) with real-time lighting estimation. Miracuves optimizes 3D assets with LOD (level of detail) systems - high-res models at close range, simplified geometry when distant - targeting 60 FPS on the oldest phone in the support matrix.

What most AR agencies get wrong

Using unoptimized 3D models that drain battery. No occlusion handling. Ignoring device thermal limits. Hardcoded marker positions. No fallback for devices without LiDAR. Miracuves has inherited AR apps with every one of these - and re-exporting every model and rebuilding placement afterwards always takes longer than setting up the asset pipeline and fallbacks at the start.

PlaceOnPlane.cs - AR Foundation tap-to-place
// Tap to place a product on a real surface and anchor it there// One C# script; AR Foundation runs it on ARKit (iOS) and ARCore (Android)using System.Collections.Generic;using UnityEngine;using UnityEngine.InputSystem.EnhancedTouch;using UnityEngine.XR.ARFoundation;using UnityEngine.XR.ARSubsystems;using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;[RequireComponent(typeof(ARRaycastManager))]public class PlaceOnPlane : MonoBehaviour{    [SerializeField] GameObject productPrefab;    static readonly List<ARRaycastHit> hits = new();    ARRaycastManager raycaster;    GameObject placed;    void Awake() => raycaster = GetComponent<ARRaycastManager>();    void OnEnable() => EnhancedTouchSupport.Enable();    void OnDisable() => EnhancedTouchSupport.Disable();    void Update()    {        if (Touch.activeTouches.Count == 0) return;        var touch = Touch.activeTouches[0];        if (touch.phase != UnityEngine.InputSystem.TouchPhase.Began) return;        // Hit-test against planes ARKit or ARCore has already detected        if (!raycaster.Raycast(touch.screenPosition, hits, TrackableType.PlaneWithinPolygon))            return;        Pose pose = hits[0].pose;        if (placed != null) Destroy(placed);   // one product at a time        placed = Instantiate(productPrefab, pose.position, pose.rotation);        placed.AddComponent<ARAnchor>();   // tracking keeps it locked to the floor    }}
Tap-to-place is the core of product-placement AR: the raycast finds a real surface ARKit or ARCore has detected, and the anchor keeps the product fixed to it as the phone moves. The same C# runs on iPhone and Android through AR Foundation.

Our Service Models

Three ways Miracuves delivers your AR project

Every engagement is with Miracuves as a company - AR engineer, 3D artist, backend, QA and a project manager under one contract, with a defined process and full delivery accountability. Choose the model that matches where your AR project stands.

Most Popular
Customer app
Partner app
Admin
Ready-made Platform · Fixed Price

Ready-Made Platform + AR

Miracuves deploys one of its 90+ ready-made platforms under your brand - web app, admin panel and mobile apps - in 6 working days. AR product views or try-on are added as custom work from $3,699 in 2-8 weeks. Source code fully yours.

  • Ready-made platform from $2,199 - fixed price, no surprises
  • 90+ ready-made platforms matched to your use case
  • Branding, configuration, white-labelling applied
  • Admin panel included in every delivery
  • Full source code · NDA · 60-day support
AR SessionTrackingAnchorsUI LayerGesturesCloud / API3D Models
Custom Development · Scoped

Custom AR Build

Miracuves builds from your AR specification - custom interaction flows, unique 3D assets, advanced spatial features. Full team: AR engineer, 3D artist, backend, QA, PM.

  • From $3,699 - scoped and priced before development begins
  • Clean architecture designed specifically for your product
  • Weekly sprint demos - working software every sprint
  • App Store and Play Store submission managed
  • Full source code · IP 100% yours
Wk 1
Wk 2
Wk 3
Wk 4
Ongoing Retainer · Monthly

Ongoing AR Development

Miracuves works as your ongoing AR development partner - new AR features, asset updates, content releases on a monthly retainer with weekly sprint demos.

  • From $2,299/month - cancel with 2 weeks notice
  • Dedicated Miracuves team assigned to your product
  • Direct communication - no account manager relay
  • Weekly sprint demos - deliverables every cycle
  • Scales up or down as your product evolves

Quality Standards

How Miracuves ensures every AR delivery meets production standard

Every AR project passes through Miracuves' quality gates before handoff - frame rate, tracking stability and asset size are measured on real phones, as a delivery standard for every AR experience we ship rather than a checklist ticked at the end.

  • AR performance profiling - 60 FPS on target devices, thermal limit testsArchitecture
  • Clear separation - no business logic in presentation codeState
  • Profiled on real phones with production scenes and content, not in the Unity editor or a simulatorPerformance
  • Physical device QA - tested on real iPhones and Android phones, with and without LiDAR, in bright and dim roomsQA
  • CI/CD pipeline - automated iOS and Android AR builds and tests from the first sprintDevOps
  • No secrets in source - anchor service and API keys kept in environment config onlySecurity
  • App Store-ready - provisioning, compliance, review passedDelivery

Enforced QA Gates

Our 6 Continuous Delivery Gateways

Every line of code, every 3D asset and every build profile must clear all six quality gates before the repository is handed over - an oversized model fails a gate just as a failing test does.

01

Code Review on Every Pull Request

Every line merged into your main branch is reviewed by a senior Miracuves engineer, and scene, prefab and shader changes are reviewed together with the code that drives them. Untested code does not reach your production build.

02

Automated Test Coverage Required

Unit tests for business logic, Unity Test Framework play-mode tests (or XCTest and Android instrumented tests on native builds) for placement and interaction, and on-device checks for critical AR flows. Minimum coverage is enforced before any release build is created.

03

Release Builds Profiled - Not Debug Builds

Miracuves profiles every release build on a physical phone with Xcode Instruments, the Android Studio profiler or the Unity Profiler. A debug build in the editor says nothing about frame rate or heat on a real device, so it is never accepted as evidence.

04

Handoff Package - Not Just a Repository

Source code, the 3D source files and exported USDZ and glTF assets, documentation, environment setup guide, API documentation, deployment and store credentials, and a post-launch runbook - all included in every AR handoff.

05

App Store Submission - Full Compliance Managed

Miracuves handles provisioning profiles, signing certificates, store listings and screenshots, the camera-permission wording reviewers check, the AR Required or AR Optional setting on Google Play, and review coordination on both the App Store and Google Play.

06

Post-Launch Monitoring - 60-Day Active Support

Crashlytics and Firebase Analytics are configured pre-launch, with AR session events logged. Miracuves watches crash rates, frame rate and AR session failures during the 60-day post-launch support window and acts on them before users complain.

Technology Stack

The AR stack Miracuves ships with

Matched to your devices, your 3D content and where the AR must run - native app, Unity build or the browser - not a one-size-fits-all default.

AK
ARKitiOS AR · 6DOF · Scene reconstruction
AC
ARCoreAndroid AR · Depth API · Cloud anchors
UF
Unity AR FoundationCross-platform AR SDK layer
Vu
VuforiaImage/VuMark tracking · recognition
WX
WebXR / WebARBrowser-based AR · no install needed
RK
RealityKitSwift AR · animations · physics
SK
SceneKitExisting iOS 3D apps · new work in RealityKit
Bl
Blender3D modeling · rigging · animation
My
MayaHigh-poly modeling · baking
UZ
USDZ / glTFAR asset formats · Quick Look
C#
C# / UnityAR logic · scripting
Sw
SwiftNative ARKit · RealityKit code
Kt
KotlinNative ARCore · SceneView code
Mt
MetalLow-level GPU · shader programming
GL
OpenGL ESGraphics pipeline · rendering
FB
Firebase / AWSBackend · asset hosting · analytics

Our Process

From brief to deployed AR experience - what happens and when

Every AR engagement follows the same delivery spine, whether it is a single WebAR effect or a full native AR app. You know at each step what Miracuves is doing, what you need to provide - 3D models or CAD files, product photos, test devices - and what gets delivered. Custom AR builds run milestone-based over 2-8 weeks with the same checkpoints.

  1. Step 01

    Brief & NDA

    Share your concept via WhatsApp. NDA signed same day. We ask 6 specific questions.

  2. Step 02

    Scope & Plan

    Right solution base, stack, and model confirmed. No payment before scope is agreed.

  3. Step 03

    Build & Demo

    Repo created, architecture set. First commit in 24h. Weekly working demo runs.

  4. Step 04

    QA & Polish

    Tested on real iOS/Android devices. Profiles optimized for Store guidelines.

  5. Step 05

    Launch & Handoff

    Full code and docs delivered. Store submissions handled. 60 days active support.

Same DayNDA turnaround
2-8 WksCustom AR delivery
24 HoursFirst commit after scope
60 DaysPost-launch support

Six days is Miracuves build time, not calendar time

The six days are ours, and they do not run past six. What can add time sits on your side: developer account verification, merchant onboarding and compliance approvals are controlled by the app stores and your payment provider, not by us. We list exactly what you need ready on the first call so you can start those in parallel.

See what you provideFACT-005, audited quarterly

Transparent Pricing

What AR development costs at Miracuves

We publish prices so an AR budget is visible before the first call, not after a paid discovery phase. No "contact us for pricing" pages. No hidden AR asset fees after scope is agreed.

Readymade Clone

$2,199 from

Fixed price · 6 day delivery · scoped

  • Ready-made platform from our 90+ catalogue: web, admin, apps
  • Admin panel included as standard
  • Branding and white-label applied
  • Full source code on handoff
  • 60-day post-launch support
  • NDA protected from day one
Start a Clone Project
Most Requested

Custom AR Build

Custom Quote

Scoped before build · milestone billing

  • Full AR team - engineer + backend + QA
  • Custom architecture for your spec
  • Weekly sprint demos - working software
  • App Store and Play Store submission
  • Full source code · complete IP transfer
  • Milestone billing - no pay before delivery
Get a Scope & Quote

Ongoing Development

$2,299 /mo

Monthly retainer · cancel with 2 weeks notice

  • Miracuves team assigned to your product
  • New features, releases, and maintenance
  • Weekly demos and sprint planning
  • Direct communication - no relay
  • Scales up or down as needed
  • All code remains 100% yours
Discuss Ongoing Work

Why Miracuves publishes pricesIn AR the 3D assets move the budget most, so we price the asset list line by line and show it before work starts. If your project needs more than the published range, Miracuves will show which models, tracking modes or devices drive the difference - not simply charge more.

What affects AR project cost at Miracuves

Ready-made platform pricing stays fixed when your scope matches the catalogue product. Custom AR builds scale with: the number and complexity of 3D assets and whether they must be modeled from photos, the tracking mode (image, plane, face, body or geospatial), LiDAR and depth features, persistent or shared anchors, WebAR alongside the native apps, e-commerce or CMS integrations, the range of devices you must support, and multi-language rollout.

Typical AR budget ranges

  • Readymade clonefrom $2,1996 days
  • Custom AR workfrom $3,6992-8 weeks depending on the work
  • Custom AR MVP$8,000-$25,0002-8 weeks depending on scope
  • Ongoing retainerfrom $2,299/month for feature work and maintenance

Every quote is written before payment - no surprise invoices after kickoff.

Example engagement

What a typical AR project looks like at Miracuves

An illustrative example of a typical project of this kind, with client details anonymized. Figures show what this kind of build targets, not a named client's results.

A US-based retail brand wanted to launch an AR try-on experience for eyewear and home decor - across iOS ARKit and Android ARCore - within 8 weeks before the holiday shopping season.

  1. 01

    The Challenge

    The existing mobile app had no AR capability. The team needed real-time 3D eyewear try-on with facial tracking, room placement for furniture with accurate occlusion, lighting estimation for realistic shadows, and cross-platform ARKit+ARCore support - all within 8 weeks.

  2. 02

    What Miracuves Delivered

    Built a custom AR Foundation integration using Unity 3D with ARKit 6 plane detection, ARCore Depth API for occlusion, and a WebAR fallback using 8th Wall. Created a real-time 3D product configurator with facial mesh tracking for eyewear and room scanning for furniture placement.

  3. 03

    Outcome

    Delivered in 6 weeks - 2 weeks ahead of schedule. iOS and Android simultaneously with WebAR preview. Conversion rate for eyewear increased 34%, home decor engagement up 52%. Client reported 4.7★ average rating post-launch.

6 WeeksFull delivery
34%Conversion lift
4.7★User rating
View All AR Case Studies
Project Brief
  • Solution usedAR Experience (Unity AR Foundation)
  • Delivery timeline6 weeks
  • Platforms deliverediOS ARKit + Android ARCore + WebAR
  • Key integrationsFace Mesh · Plane Detection · Lighting Est.
  • AR SDKsARKit 6 · ARCore Depth API
  • Source code100% client-owned
50K+AR Try-On Sessions
34%Conversion uplift
60dSupport included

Client Reviews

What clients say about building with Miracuves

Named clients, in their own words, on media-heavy products Miracuves built with them - streaming, short video with an effects pipeline, and a streaming-style learning platform. None is a game or XR title, and we do not show reviews we do not have; read every testimonial on our client testimonials page.

Client testimonial
"Player, CMS, subscriptions and the apps were all there. We brought the content pipeline, our recommendation logic and the parental-control layer. Live in weeks, not the six months a custom build would have cost, and we hit our Q1 window."
BH
Ben Loyd HolmesCo-founder &amp; CTO, URView Media
Streaming platform with player, CMS and subscriptions, built on MXFlix
Client testimonial
"Miracuves's MXShorts base gave us the feed, the video processing, the duets/stitches flow, and the moderation tools. We added our creator-fund program, our branded-effects pipeline, and a custom analytics dashboard. We launched inside a month."
GT
Glenn ThompsonFounder &amp; CEO, GTM
Short-video platform with a branded-effects pipeline, built on MXShorts
Client testimonial
"Miracuves's MXFlix + MXLearn combination gave us the player, the catalog, the user progress tracking, and the quiz/assignment layer. We added our path-recommender, our cohort-management module, and a custom certificate engine. We launched in 12 weeks. Course completion rates are 2x what we used to see on our old platform, and learners actually come back to finish."
EM
Eric J. MorinCEO &amp; Speaker, Tower Leadership
Streaming-style learning platform, built on MXFlix + MXLearn
5.0 / 5.0Clutch average · 14 reviews
4.8 / 5.0Google average rating
Top DeveloperClutch recognition · 2024-2025
Read All Reviews

Why Miracuves

Six places to check us before you ever call us

Each one is either run by someone else or open to anyone. Check them in any order; the whole list takes about a minute.

Why clients choose Miracuves

Three promises we would stake the company on

Every promise on this site rests on these three. Each one is something you can check, not something you have to take on trust.

  • 01People you can name

    Our leadership is public, with real LinkedIn profiles, not a stock-photo team page. A named team works your build and sends you progress on WhatsApp every working day.

    Meet the leadership
  • 02Proof over promises

    Every number we publish, pricing, timelines, project counts, is defined and sourced on a public facts ledger. If we can't back a claim, we don't make it.

    Read the facts ledger
  • 03A process with a deadline

    Ready-made platforms go from kickoff to live deployment in 6 working days, guaranteed: miss it for reasons on our side and we work free until launch. Custom builds get a fixed quote after a free feasibility study.

    Get a feasibility study

Frequently Asked

Questions about AR development at Miracuves

Something not covered here? Ask on WhatsApp and you will usually have an answer within two hours.

Ask us directly
Can AR experiences feel genuinely native on iOS and Android?

Yes. Built natively - Swift with ARKit and RealityKit, or Kotlin with ARCore - an AR app is a native app. Built in Unity with AR Foundation, the AR view runs on ARKit and ARCore underneath, so tracking quality is the same, while the menus, account and checkout screens around it follow each platform's conventions. We choose native when AR is one screen in a mostly standard app, and Unity when the 3D scene is the product.

How much does AR app development cost at Miracuves?

A ready-made platform starts from $2,199 and ships in 6 days; its price stays fixed when your scope matches the catalogue product. Custom AR work starts from $3,699 and takes 2-8 weeks depending on the work, and a custom AR MVP typically runs $8,000-$25,000 over 2-8 weeks depending on scope. The budget scales with the number and complexity of 3D assets, the tracking mode, LiDAR and depth features, persistent or shared anchors, WebAR, integrations and the range of devices you must support. Ongoing development is available from $2,299/month for feature work and maintenance. Every quote is written before payment, with no surprise invoices after kickoff.

How long does it take to build an AR app with Miracuves?

A focused AR feature, a WebAR effect or a full custom AR app is built in 2-8 weeks; larger scopes are quoted in writing before work starts. The biggest variable is 3D content: if your products exist as CAD or glTF files we optimize them, and if they must be modeled from photos that adds time. If you also need a ready-made platform around the AR, such as a marketplace, that part ships in 6 working days. All timelines are stated in writing before any payment is requested.

Does an AR app require users to have special hardware?

No. Most AR features work on a standard smartphone camera. ARKit runs on iPhones and iPads that support current iOS versions, and ARCore on the Android phones listed on Google's supported-devices list, which covers most mid-range and flagship models. LiDAR improves occlusion and scene reconstruction but is not required. WebAR opens in the phone's browser with no app install. We build fallback modes for devices without LiDAR or depth as standard.

ARKit vs ARCore vs WebAR - which should I choose for my AR project?

Choose ARKit for best tracking quality, LiDAR support, and iOS-first experiences. Choose ARCore for maximum Android reach and Cloud Anchors for persistent multi-user AR. Choose WebAR for zero-install marketing campaigns with widest reach. Miracuves builds cross-platform using Unity AR Foundation as default.

What kind of 3D assets do I need for an AR app?

Miracuves accepts Blender, Maya, 3ds Max, and Cinema 4D source files. We convert to USDZ (Apple Quick Look) and glTF (cross-platform) formats with LOD optimization. Simple products need 5-10 3D assets; complex experiences may need 50+. Miracuves can also create original 3D assets from photos or CAD files.

Can AR experiences work offline or with poor connectivity?

Yes. 3D assets can be bundled with the app for offline AR. Image markers, pre-mapped environments, and anchor data all work offline. WebAR requires internet for initial load but can cache assets. Miracuves designs for the connectivity level your use case requires - from fully offline to always-online.

How does Miracuves measure AR tracking quality and performance?

We measure: tracking drift (how far a placed object moves after walking around it), frame rate (target 60 FPS), thermal performance (no throttling after 30 min), occlusion accuracy (pixel-level alignment), and lighting estimation consistency. Every AR project includes a performance report validated on 5+ real devices before handoff.

What is the difference between AR, VR, and MR at Miracuves?

AR (Augmented Reality) overlays digital content on the real world - it works on phone cameras, no headset needed. VR (Virtual Reality) creates a fully immersive digital environment and requires a headset. MR (Mixed Reality) blends digital and physical objects interactively, typically on headsets such as Meta Quest or Apple Vision Pro. This page covers AR; for headset-first projects, see our VR app development service.

Can Miracuves build an iPhone-only app with ARKit?

Yes. When your users are mostly on iPhone and iPad, a native ARKit app in Swift with RealityKit gets the most from Apple hardware: LiDAR scene meshes for instant placement and occlusion on Pro models, people occlusion, and AR Quick Look for USDZ product previews opened from Safari or Messages. It also keeps the app smaller than a game-engine build. If an Android version follows later, the 3D assets carry over and the AR view is rebuilt on ARCore, or the project moves to Unity AR Foundation.

Can you add AR to our existing app?

Usually yes, without a rewrite. In a native iOS or Android app we add the AR view as a new screen in Swift and Kotlin. In a Flutter, React Native, Ionic or Cordova app, the AR view runs as a native module or an embedded Unity view, and simpler product previews can open in AR Quick Look on iPhone and Scene Viewer on Android. We review your codebase first and quote the AR part in writing, within the 2-8 week custom range.

Do AR apps work indoors, where GPS is unreliable?

Yes, but not through GPS. Indoor AR wayfinding works out where you are from what the camera sees: printed image markers at entrances and junctions, anchors saved against a pre-scanned map of the space, or Bluetooth beacons, combined with a route graph of the floor plan. Visual positioning drifts over long walks, so we add re-anchoring points along the route. Outdoors, the ARCore Geospatial API can place content by street location where Google has imagery coverage.

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Page reviewed by the Miracuves AR Development Team · Last updated May 2026 · Clutch & Google Reviews

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