Articles, Code and Video Tutorials for ARKit, Sprite Kit & SceneKit

ARKit Lessons

8 Week Master Course

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ARKit Video Tutorial Series

After spending a couple months with ARKit in Beta, we can truly say Augmented Reality apps will be huge sellers on the App Store. Not only does this API open a world of possibilities for entirely new concepts, it can breathe life into old ideas as well.  Imagine Tetris played in augmented reality. Or Pac-man. But don’t just take our word for it, here’s a great quote from …

ARKit and the possibilities it represents now sits on the shoulders of a massive and fast-growing iOS platform. There are now well over 1B active iOS devices around the world, although not all will run iOS 11 and ARKit apps. Given the broad ARKit compatibility (backward compatible to the 2015 iPhone 6s), we estimate that Apple’s device ecosystem for iOS 11 and ARKit will be over 200m devices at the launch of iOS 11. And if just 5% of paid apps leverage ARKit, the augmented reality apps on iOS would generate $1.7B in gross revenue per year (before Apple’s 30% take and the developers’ 70% net revenue). But many of the applications for augmented reality are entirely new and will justify – or even necessitate – an entirely new app, suggesting that our estimate is likely conservative.

In short, ARKit will enable the second great gold rush in the App Store’s history. And eventually, the underlying technology will fundamentally change how we interact with information throughout our days. AR (starting with ARKit), will enable the future of computing – a more immersive paradigm for computing in which the digital information we need is available within our real-world field of view. iOS developers are already hard at work making it a reality.

What you’ll learn…

  • Basic Template Overview (FREE in the app)

  • Adding SKSpriteNodes in the AR World

    (FREE in the app)

  • Adding Existing SKSpriteNodes

  • Physics Bodies in an AR world

  • ARKit Hit Detection for Horizontal Planes

  • Starting a New, Property List Driven Project

  • Parsing through Image and Animation Properties in the GameElement Class

  •  Adding Multiple Game Elements when the Scene Starts

  • Randomizing Locations of Anchored Sprites

  • Collecting or Removing Sprites Based on Z-Distance to the Camera

Available on the App Store

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