Building Fitness Apps & Games with AR Body Tracking

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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Building Fitness Apps & Games with AR Body Tracking
Complex
~5 days
Frequently Asked Questions

Our competencies:

Development stages

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Imagine you are building an AR fitness trainer. The user performs an exercise, and a virtual character must mirror the movement. If tracking is inaccurate, animation desyncs and the user loses motivation. Our engineers faced this while developing a squash app: a 3-frame delay made the game unplayable. The solution was to optimize the tracking pipeline for the specific device. We rewrote the handler using Metal, and the delay dropped to 1 frame.

We use ARKit on iOS (A12+) and MediaPipe on Android. Each platform has its own characteristics: ARKit outputs 91 skeleton joints with centimeter-level accuracy, while MediaPipe gives 33 key points with 5–10 cm error. The choice depends on your target audience and budget. Selecting the right platform can save up to 30% of the prototyping budget.

In this article, we will cover: how to obtain real-time pose, bind a 3D model to the skeleton, analyze joint angles for fitness, and compare platforms. All code snippets are ready for integration. We work with ARKit 6, RealityKit, MediaPipe 2.0, and Flutter. For clients requiring maximum accuracy, we recommend iOS with LiDAR — it adds depth information.

Technology Comparison

ARKit vs MediaPipe

iOS offers ARBodyTrackingConfiguration (requires A12+). The skeleton has 91 joints in a hierarchical structure. Code to get the wrist position:

func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
    guard let bodyAnchor = anchors.first as? ARBodyAnchor else { return }
    let skeleton = bodyAnchor.skeleton
    if let wristTransform = skeleton.modelTransform(for: .rightHand) {
        let worldTransform = bodyAnchor.transform * wristTransform
        // Attach object to wrist
    }
}

Limitations: distance 1.5–5 m; single person in frame; fast movements cause 2–4 frame delay. For multi-person we use third-party ML solutions.

For Android we use MediaPipe Pose Landmarker (33 key points). Accuracy is lower than ARKit (5–10 cm vs 1–3 cm), but sufficient for fitness analytics. Human pose estimation AR is essential for accurate fitness tracking. Comparison:

Parameter ARKit (iOS) MediaPipe (Android)
Points 91 joints 33 landmarks
Accuracy 1–3 cm 5–10 cm
Requirements A12+, Neural Engine Any RGB camera
Frame rate 60 fps 30–60 fps

ARKit is 3 times more accurate than MediaPipe in joint positioning. ARKit outperforms MediaPipe by 3x in joint positioning error. ARKit uses the Neural Engine and LiDAR data (on Pro models) for stable depth. MediaPipe relies solely on RGB images, so accuracy drops with complex backgrounds or poor lighting. We use inverse kinematics to refine joint positions. Transformations are computed using quaternions for precision.

Performance Comparison | Device | FPS | RAM (MB) | CPU Usage (%) | |--------|-----|----------|---------------| | iPhone 14 Pro | 60 | 150 | 25 | | Samsung Galaxy S22 | 45 | 200 | 35 | | Google Pixel 7 | 30 | 180 | 40 |

Implementation

Attaching a 3D Character

Follow these steps:

  1. Create a USDZ scene with a rig compatible with the ARKit joint hierarchy.
  2. Use RealityKit's BodyTrackedEntity to apply skeleton transformations.
  3. Verify joint names match using Reality Composer Pro.

If joint names don't match, the character "explodes." We verify this using Reality Composer Pro. Skeletal animation AR brings characters to life.

Movement Analysis for Fitness

Joint angle via dot product:

func jointAngle(joint1: simd_float3, vertex: simd_float3, joint2: simd_float3) -> Float {
    let v1 = normalize(joint1 - vertex)
    let v2 = normalize(joint2 - vertex)
    return acos(dot(v1, v2)) * (180 / .pi)
}

Knee angle when squatting: 80–110° is normal. Below 60° is too deep. We implement real-time feedback with voice prompts.

Advanced Features

Multi-Person Tracking

Standard ARKit does not support tracking multiple people. For that, we use MediaPipe Pose with a separate detector per person, optimized with GPU. On iPhone 15 Pro we achieve 30 fps for two people. On Android with NNAPI, we get 20–25 fps for two people. BlazePose is a real-time pose estimation model.

Performance Optimization

  • Lower frame rate to 30 fps if accuracy allows.
  • Use LOD for 3D models: reduce polygon count when far.
  • Cache detection results when pose is static.
  • On Android, use NNAPI or the MediaPipe GPU delegate.
  • On iOS, use Metal for GPU computations — it reduces CPU load. On iOS, we leverage GPU compute shaders via Metal.

Services and Pricing

What's Included

  • SDK with documentation and code examples for iOS/Android.
  • Ready prototype with basic tracking and 3D object attachment.
  • Integration of fitness analytics (angles, reps, calories burned).
  • Rigging and animation of a 3D character to the skeleton.
  • Performance optimization for specific devices.
  • Post-release support: 1 month free.

Timelines and Cost

Basic body tracking with 3D object attachment: 1–2 weeks. Character rigging + integration: 3–4 weeks. Fitness analytics: 4–6 weeks. Android version (MediaPipe): additional 2–3 weeks. Development cost ranges from $5,000 to $20,000 depending on features. Book a consultation — we will find the optimal solution for your budget.

Why Choose Us

  • 10+ years of experience in mobile development
  • 50+ successful AR projects
  • Guaranteed deadlines and NDA
  • Certified specialists in ARKit and MediaPipe

Need precise body tracking for your project? Contact us for a free assessment — we will propose the best solution. AR body tracking on iOS and Android employs different techniques.

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.