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.