Add some reality to your app with ArCore
summary
A working Android AR app uses ARCore + OpenGL: ARCore handles motion tracking, horizontal plane detection and light estimation while OpenGL does view rendering. The prototype ships 50 OBJ models with WebP textures and runs on API level 24+ devices (Pixel, Samsung, LG, Asus); bundling assets grows APK to ~35 MB. Key practices: create anchors (not raw x/y), prefer planes over unstable feature points, limit anchors to avoid overhead, cap interaction distance (~4 m), target 30 FPS, and use ARCore’s in‑app install/check APIs.
AI-written summary · about
chapters (14)
- 0:00Introduction to AR experience
- 2:20Tango versus ARCore
- 3:48Core AR concepts
- 5:25ARCore pillars
- 8:07Device support and setup
- 9:06Compatibility and install flow
- 13:17UI components with OpenGL
- 15:36Session and config basics
- 19:09Handling frames and hits
- 22:45Anchor mechanics
- 24:19Object rendering and assets
- 26:40Drawing with shaders
- 29:56Best practices and tips
- 35:48Q&A session








