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The Match-up: SceneKit or Unity for ARKit?by@AbovegroundDan
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The Match-up: SceneKit or Unity for ARKit?

by Dan Wyszynski10mMay 22nd, 2018
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Last night a coworker of mine, <a href="https://medium.com/@SoCohesive">Sonam Dhingra</a>, gave a great talk about some of the basics of ARKit, and touched on some of the more advanced topics like touch handling on 3D objects and blend shapes. Having done AR in production for the past year at Nike (see <a href="https://9to5mac.com/2017/06/23/nike-snkrs-ios-app-augmented-reality-exclusive/">https://9to5mac.com/2017/06/23/nike-snkrs-ios-app-augmented-reality-exclusive/</a> and <a href="https://www.digitaltrends.com/outdoors/inside-s23nyc-the-digital-studio-keeping-nikes-tech-relevant/">https://www.digitaltrends.com/outdoors/inside-s23nyc-the-digital-studio-keeping-nikes-tech-relevant/</a>), a lot of people came up to us last night after the talk to ask about some of the pain points in working with ARKit and SceneKit and whether a 3D engine like Unity is better suited for their purposes. I made a mental note of some of those questions and decided to write about how I reach a decision about which framework to&nbsp;use.

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Dan Wyszynski

Dan Wyszynski

@AbovegroundDan

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