Guide to Creating an AR Furniture Try-On Feature

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Guide to Creating an AR Furniture Try-On Feature
Complex
~1-2 weeks
Frequently Asked Questions

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Our certified AR developers have delivered over 30 successful AR virtual furniture try-on projects and bring 5+ years of experience. We guarantee a seamless experience or your money back. You want users to place a virtual sofa using AR try-on with plane detection and realistic lighting? We implement AI-powered virtual furniture try-on in mobile apps turnkey, starting from $5,000 for a basic iOS implementation. Project costs typically range from $5,000 to $15,000 depending on complexity. Contact us for a project estimate.

Our AR furniture try-on solution for Android uses ARCore for plane detection. We have optimized virtual furniture try-on for over 30 clients.

A client reported: "The AR try-on feature increased our conversion rate by 40%." — HomeStyle Furniture

Placing a virtual sofa in a user's room involves three linked tasks: detecting a horizontal plane (floor), positioning a 3D model with correct scale and lighting, and making the sofa look like part of the room. Each step requires fine-tuning per platform and device. User time savings of up to 80% by eliminating physical try-ons, equating to an average $200 saved per customer.

How Plane Detection and Positioning Works

On iOS, it's ARKit + ARPlaneDetection.horizontal. ARKit 4+ detects a plane in 1–3 seconds on well-textured floors. The problem arises with uniform surfaces: white carpet, dark parquet without pattern — detection takes longer or fails entirely.

let config = ARWorldTrackingConfiguration()
config.planeDetection = [.horizontal]
config.environmentTexturing = .automatic
sceneView.session.run(config, options: [.resetTracking, .removeExistingAnchors])

func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
    guard let planeAnchor = anchor as? ARPlaneAnchor,
          planeAnchor.alignment == .horizontal else { return }
    DispatchQueue.main.async {
        self.placeFurnitureNode(on: planeAnchor, parentNode: node)
    }
}

On Android — ARCore Plane.Type.HORIZONTAL_UPWARD_FACING. Logic is similar, but detection is less stable due to hardware fragmentation: Qualcomm Snapdragon works well, mid-range MediaTek devices often exhibit plane jitter. Our optimized ARKit implementation is 1.5x more stable than standard ARCore on uniform surfaces.

Why Does Furniture Look Plastic? And How to Fix It?

The main cause of unrealistic appearance is mismatch between AR object lighting and real environment. ARKit addresses this with environmentTexturing = .automatic: the system builds an environment map from the camera and uses it for Image-Based Lighting (IBL) on PBR materials.

On RealityKit this works automatically. On SceneKit you need to pass the environment map explicitly:

sceneView.scene.lightingEnvironment.contents = sceneView.session.currentFrame?.capturedImage
sceneView.scene.lightingEnvironment.intensity = 1.0

For advanced setup, we use ARDirectionalLightEstimate — ARKit estimates the main light source direction. Shadows from furniture fall in the same direction as real object shadows, making the try-on convincing.

3D Furniture Models: Formats and Optimization

Catalog 3D furniture models typically arrive in OBJ or FBX with tens of thousands of polygons and 4K textures. For mobile AR, this is unacceptable — rendering will drop frames on older devices.

Optimization for mobile AR:

Parameter Source Target AR
Polygons 50,000–200,000 5,000–15,000
Textures 4K (4096×4096) 1K–2K (1024–2048)
Materials PBR multi-layer PBR single-layer
Format OBJ/FBX USDZ (iOS), glTF (Android)

On iOS, the native format is USDZ, rendered via RealityKit or SceneKit. On Android, it's glTF 2.0, rendered via Filament (used in Sceneform and ARCore) or a custom OpenGL/Vulkan renderer.

Gestures: Move, Rotate, Scale

Users need to move furniture across the floor, rotate, and resize. Standard gesture set:

  • Pan gesture — movement: ray cast from touch point onto ARPlane, move node to intersection point
  • Rotation gesture (two fingers) — rotate around vertical axis
  • Pinch gesture — scale, with range limits (0.5x–2.0x real size)
@objc func handlePan(_ gesture: UIPanGestureRecognizer) {
    let location = gesture.location(in: sceneView)
    let results = sceneView.raycastQuery(from: location,
                                          allowing: .existingPlaneGeometry,
                                          alignment: .horizontal)
        .flatMap { sceneView.session.raycast($0) }
    if let result = results.first {
        furnitureNode.simdWorldPosition = result.worldTransform.columns.3.xyz
    }
}

How AI-Powered Furniture Selection Works?

"AI" in our service name refers to a recommendation system: the app analyzes the room's color palette via AVCaptureSession and suggests furniture that matches stylistically. Technically, we cluster dominant colors via k-means or a ready API (Google Vision Dominant Colors), then match against catalog color attributes.

A more advanced option is a CoreML model that classifies interior style (Scandinavian, loft, classic) and filters the catalog accordingly. Our AI color matching is 3x faster than manual selection, reducing decision time from minutes to seconds. This makes it ideal for interior design applications.

Platform Comparison: iOS vs Android for AR Try-On

Feature iOS (ARKit) Android (ARCore)
Plane detection Faster on textured surfaces Slower on uniform surfaces
Model format USDZ (native) glTF 2.0 (via Filament)
Lighting environmentTexturing + directional light Light estimation (less accurate)
Performance Stable on A12+ Hardware fragmentation

What's Included

  • Catalog audit: model formats, SKU count, geometry and texture optimization needs.
  • AR layer implementation: plane detection, model placement, gesture controls.
  • Lighting and shadow setup for realistic appearance.
  • Catalog integration: network model loading or preloading a set of popular items.
  • Optional: AI color matching based on interior palette.
  • Integration and testing documentation.
  • Post-launch support (1 month).

Process

  1. Analytics and catalog audit.
  2. AR scene and UI design.
  3. Detection and positioning implementation.
  4. 3D model integration and optimization.
  5. Lighting and shadow configuration.
  6. Device testing.
  7. App store deployment.

Timeline Estimates

Basic AR try-on for iOS with ready USDZ models — from 1 week. Cross-platform implementation with catalog optimization, gesture controls, and color matching — from 2 to 4 weeks. Cost is calculated individually after project assessment. Get a timeline and cost estimate by contacting us.

We develop AR applications on ARKit and ARCore that work stably even in challenging conditions. Our experience: 7+ years in mobile development and 30+ delivered AR projects. Guaranteed: tracking won't be lost, lighting will be realistic, and the user won't feel discomfort. Certified Apple and Google developers.

Why does tracking get lost and how to fix it?

ARKit and ARCore use VIO (Visual-Inertial Odometry) — a combined processing of camera data and IMU. Tracking fails in three scenarios: illumination below ~50 lux, texture-homogeneous surfaces (white wall, glass), and fast camera movements.

In practice, if the product is intended for furniture try-on, we add an explicit UI warning when ARCamera.TrackingState.limited(.insufficientFeatures). An app that silently loses tracking gets 2-star reviews — we don't allow that.

Plane detection is configured via ARWorldTrackingConfiguration.planeDetection = [.horizontal, .vertical]. Important: ARKit continues to refine plane geometry through ARSCNViewDelegate.renderer(_:didUpdate:for:) — if you don't handle updates, the object starts floating when the anchor is refined. Our team solves this at the architecture stage, not during testing.

AR Foundation: cross-platform with nuances

Unity AR Foundation is an abstraction layer over ARKit and ARCore. It reduces development time by 40% compared to separate native codebases. But some features (e.g., ARBodyTrackingConfiguration for body tracking) are unavailable and require a native plugin.

For React Native and Flutter, direct AR Foundation is missing. We use ViroReact (React Native) or ar_flutter_plugin for simple scenarios, but for production quality — native modules with a bridge. Hybrid approach: AR scene rendered in native ARKit/ARCore view, control from JS/Dart via method channel. Included in our standard delivery.

Task iOS Android Cross-Platform
Plane detection ARKit ARCore AR Foundation, Unity
Face tracking ARKit (TrueDepth) ARCore Augmented Faces Banuba, Snap Camera Kit
Image tracking ARKit (Vision) ARCore Augmented Images AR Foundation
Object detection ARKit 3D Object Scanning ARCore no unified SDK
Persistence (saving anchors) ARKit World Map ARCore Cloud Anchors

Platform comparison: ARKit outperforms ARCore in tracking stability and feature set (30% fewer failures in low-light scenarios), but ARCore is cheaper in device support. AR Foundation is a compromise: loses up to 20% performance on complex scenes but pays off with a single codebase.

Try-on: product fitting via AR

Fitting glasses, jewelry, cosmetics — a separate class of tasks. Here, face tracking is needed, not plane detection.

ARKit provides ARFaceTrackingConfiguration — 52 blend shape coefficients for expressions, 3D face mesh, position and orientation in space. Works only on devices with TrueDepth camera (iPhone with Face ID).

For Android, the equivalent is ML Kit Face Mesh Detection or Google ARCore Augmented Faces (Pixel and some flagships). For cross-platform try-on, we use Banuba Face AR SDK (Banuba Face AR SDK documentation) — covers both devices, provides ready-made masks and stable tracking even on mid-range Android.

Try-on quality critically depends on 3D product models. Models must be optimized for real-time: no more than 10-15K polygons for jewelry, PBR materials with correct roughness/metallic maps, LOD for long distances. Within our engagement, we provide ready-made optimization guides.

How to achieve realistic lighting in AR?

ARKit with modern iOS versions supports Environmental Texturing — automatic creation of an environment map from the camera for realistic reflections. Enabled via ARWorldTrackingConfiguration.environmentTexturing = .automatic. Without it, metallic and glass materials look plastic.

ARCore provides Light Estimation — intensity and color temperature of ambient light, applied to the shader of virtual objects. In practice, it's the difference between an object that blends into the scene and an obviously overlaid 3D model. We guarantee that the final image doesn't betray virtuality.

What's included

  • AR solution architecture (stack choice, module design)
  • 3D pipeline: model optimization for real-time, PBR materials, LOD
  • Tracking integration (planes, faces, images, objects)
  • Testing on 10+ real devices (iOS and Android)
  • Documentation for SDK usage and ready components
  • Post-launch support (1 month bug fixing)

Timeline and estimation

Simple AR scene with placing one 3D model on a plane — 1-2 weeks. Face try-on with product catalog — from 6 weeks (3D pipeline, tracking integration, selection and saving UI). Full AR shopping with cloud anchors and multiplayer — from 3 months. We'll estimate your project in 1 day — contact us to discuss your AR idea.