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Arkit vs Arcore

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Short answer: Choose ARKit if you are building for iPhone and iPad only. Choose ARCore if you are building for Android. Use Unity ARFoundation if you want to target both with one codebase. Most commercial AR games use ARFoundation for exactly this reason.

ARKit is Apple's AR framework. ARCore is Google's. They do similar things — tracking surfaces, placing digital objects in the real world, handling light — but they run on different platforms and have different strengths.

If you are planning an AR game or app and trying to decide which one to build for, this page gives you a straight comparison. No filler, no jargon.

What Each One Is

ARKit

Made by Apple — launched 2017

iOS & iPadOS only

ARKit is Apple's built-in AR framework. It comes with every iPhone 6s or newer running iOS 11 or later. No download needed — it is part of the operating system.

It uses the device's camera and sensors to track surfaces, detect planes, and place digital objects in the real world. On iPhone 12 Pro and newer, it also uses the LiDAR sensor for much faster and more accurate tracking.

ARCore

Made by Google — launched 2018

Android-first, some iOS

ARCore is Google's AR framework. It runs on Android 7.0 and above on a wide range of supported devices. It also has limited iOS support, though most ARCore features are designed for Android.

It uses the same approach — camera, sensors, surface tracking — but is built around the Android ecosystem and integrates with Google Play Services. It also powers Cloud Anchors, which lets multiple users share the same AR space.

Side-by-Side Comparison

FeatureARKit (Apple)ARCore (Google)
PlatformiOS and iPadOS onlyAndroid (primary), some iOS
Device reach~26% of global smartphones (iPhone)~70% of global smartphones (Android)
Tracking accuracySlightly better on supported devicesVery good — better map recovery if tracking is lost
LiDAR supportYes — iPhone 12 Pro and newerNo LiDAR; uses depth API on supported Android devices
Face trackingFull face mesh tracking via TrueDepth cameraBasic face detection via ARCore Face APIs
Multi-user ARCollaborative sessions (limited)Cloud Anchors — persistent shared AR space across devices
WebAR supportVia WebXR on Safari (limited)Better WebXR + Scene Viewer support on Android Chrome
Plane detectionHorizontal and vertical planesHorizontal and vertical planes
Light estimationColour temperature + intensityPixel intensity value via Unity or Android Studio API
Image trackingFaster and more accurateGood — reliable but slightly slower
Object occlusionPeople occlusion + environment occlusionEnvironment occlusion on supported depth-capable devices
Unity supportVia ARFoundationVia ARFoundation
Unreal supportVia UnrealAR pluginVia UnrealAR plugin
CostFree (included with iOS SDK; Apple Developer Program $99/yr for App Store)Free

Where Each One Is Stronger

Tracking accuracy

ARKit is generally considered to have slightly better tracking on supported iPhone hardware, particularly on LiDAR-equipped devices. The LiDAR sensor on iPhone 12 Pro and newer lets ARKit detect surfaces almost instantly, even in low light, and place objects with much higher accuracy.

ARCore matches ARKit closely on most tasks, but edges ahead in one area: if the user's phone loses tracking — by covering the camera or moving too fast — ARCore recovers the map more reliably. It maintains larger maps, which helps it re-lock into position after interruptions.

Device reach

Android accounts for roughly 70% of global smartphone users. ARCore runs on most modern Android devices (Android 7.0 and above). If your goal is to reach the widest possible audience with one AR build, ARCore gives you significantly more device coverage.

ARKit runs on Apple devices only. That is roughly 26% of the global market — but iPhone users tend to have higher-spec devices, which means better AR performance and a more consistent experience across the audience you do reach.

For games targeting the US, UK, Australia, and Japan, iOS market share is much higher — often 50–60% in those markets. For global reach, especially Africa, South Asia, and Southeast Asia, Android dominates strongly.

Face tracking

ARKit has a clear lead here. On iPhones with TrueDepth cameras (iPhone X and newer), ARKit provides a full 3D face mesh with 52 blend shape parameters — meaning it can track very precise facial expressions and movements. This is what powers most AR filter apps.

ARCore offers basic face detection and some face tracking via its Face APIs, but it does not match ARKit's depth-based face mesh on comparable hardware.

Multi-user shared AR

ARCore leads here with Cloud Anchors. This lets two or more users share the same AR objects in the same real-world space across different Android devices — and even across iOS and Android together. The anchor is stored in the cloud, which means it also persists between sessions. You can place an AR object somewhere today, come back tomorrow, and it will still be there.

ARKit supports collaborative sessions within a local network, but this requires Apple devices and does not persist between sessions the same way Cloud Anchors do.

For multiplayer AR games, ARCore's Cloud Anchors give you a meaningful advantage, particularly for location-based AR games where players need to see the same AR objects at the same real-world coordinates.

Web AR

ARCore has better WebAR support. Android Chrome handles WebXR natively, and ARCore powers Scene Viewer — a built-in Android AR viewer that lets users see 3D models in AR directly from a browser without installing an app.

Safari on iOS supports WebXR but with more restrictions. For browser-based AR without an app, tools like 8thWall bridge the gap and work across both platforms.

If your project needs to work in a browser with no app download, neither ARKit nor ARCore alone is the right choice. 8thWall is the industry standard for cross-platform WebAR.

ARKit vs ARCore for Game Development

Most AR game development company today does not choose one over the other — they use Unity ARFoundation, which sits on top of both ARKit and ARCore and provides a single API that works across both platforms. You write the game once, Unity handles the ARKit and ARCore calls underneath.

Where you do need to make a choice is when you want to use platform-specific features that ARFoundation does not expose — like ARKit's LiDAR-based instant placement or ARCore's persistent Cloud Anchors.

Game typeBetter choiceWhy
Premium iOS gameARKit (native)Full access to LiDAR, face mesh, RealityKit. Best tracking quality on Pro iPhones.
Mass market mobile gameARFoundation (Unity)Targets both ARKit and ARCore. Widest device reach with one codebase.
Location-based AR gameARFoundation + ARCore Cloud AnchorsARCore's persistent Cloud Anchors are essential for placing AR objects at GPS coordinates that persist across sessions and users.
Multiplayer AR gameARFoundation + ARCore Cloud AnchorsShared AR spaces across devices need Cloud Anchors. ARKit collaborative sessions are local-only.
Face filter / avatar gameARKit (iOS)ARKit's TrueDepth face mesh provides much higher fidelity than ARCore face APIs.
Branded WebAR experience8thWallNeither ARKit nor ARCore is the right tool for browser-based AR. 8thWall works across both platforms without an app.

Unity ARFoundation — Build Once, Run on Both

ARFoundation is Unity's cross-platform AR layer. It wraps both ARKit and ARCore behind a single set of APIs, so your game code does not need to know which one it is running on. Unity handles the switch under the hood based on the device.

This is how most professional AR games are built today. You write one game, test on both iOS and Android, and submit to both app stores. The only time you step outside ARFoundation is when you specifically need a feature that only exists on one platform — like ARKit's LiDAR occlusion or ARCore's Cloud Anchors — and Unity's cross-platform API does not yet expose that feature.

Unreal Engine has a similar system via the UnrealAR plugin, which supports both ARKit and ARCore in the same way.

ARFoundation does not expose every platform-specific feature. If your game needs ARKit's full face mesh or ARCore's persistent Cloud Anchors, you will need to call those APIs directly alongside ARFoundation, using platform-specific code blocks in your Unity project.

Which One Should You Choose?

The decision usually comes down to one question: who are you building for?

Choose ARKit if:

  • Your target audience is iPhone users specifically
  • You need LiDAR-based instant surface detection
  • You are building a face filter or avatar-driven game
  • You are releasing on the App Store only
  • Premium device experience matters more than reach

Choose ARCore if:

  • Your target audience is Android or a global market
  • You need multi-user shared AR or persistent anchors
  • You are building a location-based game
  • You are targeting South Asia, Southeast Asia, Africa
  • You want better WebAR support on mobile browsers

Choose ARFoundation (Unity) if:

  • You are building a game for both iOS and Android
  • You want one codebase for both platforms
  • You are using Unity as your game engine
  • This is the right choice for most AR game development company

Choose 8thWall if:

  • You need AR that works in a browser with no app download
  • You are building a branded AR campaign or WebAR experience
  • You need cross-platform browser AR that works on both iOS and Android

Frequently Asked Questions

Is ARKit better than ARCore?

ARKit has slightly better tracking accuracy on supported iPhones, and its LiDAR integration on Pro models is a clear advantage for placement speed and precision. ARCore matches it closely on most features and leads on multi-user shared spaces and map recovery. Neither is universally better — the right choice depends on your target platform and the specific features your project needs.

Can I use ARKit on Android?

No. ARKit is an Apple framework and only runs on iOS and iPadOS. If you want AR on Android, you need ARCore. If you want to target both platforms with one codebase, use Unity ARFoundation.

Can I use ARCore on iPhone?

ARCore has limited iOS support, but it is primarily an Android framework. On iOS, ARCore calls the underlying ARKit APIs. For iOS development, it is generally better to use ARKit directly, or use Unity ARFoundation which handles both.

What does ARFoundation do?

ARFoundation is Unity's cross-platform AR framework. It sits on top of ARKit and ARCore and provides a single set of APIs for your game code. You write the AR logic once, and ARFoundation calls the right underlying SDK depending on whether the game is running on iOS or Android. It is the standard approach for commercial cross-platform AR games built in Unity.

Does ARCore work without the internet?

Yes — most ARCore features work offline. The exception is Cloud Anchors, which require an internet connection to save and retrieve shared spatial anchors from Google's servers.

What is the cost difference between building with ARKit vs ARCore?

Both SDKs are free to use. The cost difference comes from targeting iOS only (lower engineering scope) versus iOS and Android (roughly 30–50% more time and cost, depending on how different the two platforms behave for your specific game). Building with Unity ARFoundation reduces that gap significantly because you maintain one shared codebase rather than two separate ones.

Building an AR Game?

Tell us your target platform, game type, and whether you need multiplayer or location features. We build AR games on ARKit, ARCore, ARFoundation, and 8thWall — and we will tell you exactly which stack fits your project.

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ABOUT THE AUTHOR

sdlccorp

Sam Symonds is a digital transformation leader with 25+ years of experience across iGaming, blockchain, AI, machine learning, and mobile app development. He empowers startups and enterprises to innovate, scale operations, and thrive using cutting-edge, future-ready technology solutions.
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