What you get:
MVP boundary, integration requirements, and risk list.
| Technology | Platform | Tracking capability | Best fit | Scope note and limitation |
| ARKit | iOS | Planes, images, faces | Native Apple apps | Strong device access. Apple only, with iOS testing required. |
| ARCore | Android | Planes, images, motion | Native Android apps | Native AR support. Hardware coverage varies by device. |
| RealityKit | Apple devices | 3D scenes and spatial content | Apple 3D experiences | Apple-focused 3D content only. |
| Unity | iOS, Android, selected mixed reality headsets | 3D interaction through AR plugins | Content-rich cross-platform apps | Shared 3D application. Engine overhead and native plugin testing add work. |
| WebXR | Supporting browsers | Browser-based AR | Links and lightweight campaigns | Browser link delivery. Tracking and rendering vary by device. |
| Vuforia | iOS and Android | Image and object recognition | Marker-led workflows | Recognition-led workflows. Test markers on target devices. |
| Scope | Price | Working timeline benchmark |
| AR MVP | Custom estimate after system analysis | 2 weeks analysis, ~1.5 months design, ~2.5 months development, QA in parallel |
| Full AR product | Custom estimate after scope and device audit | 2 weeks analysis, ~2 months design, ~5 months development, QA in parallel |
| AR module for an existing app | Custom estimate after code and SDK audit | Depends on tracking, 3D assets, backend, and supported devices |