Mobile AR App Development for Exhibitions

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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Mobile AR App Development for Exhibitions
Complex
from 2 weeks to 3 months
Frequently Asked Questions

Our competencies:

Development stages

Latest works

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The exhibition is three weeks away, and the AR content is only just being prepared. Stable performance is required in conditions of unstable lighting and overloaded Wi-Fi. How do you ensure visitors are delighted? We develop mobile AR applications for exhibitions that work under the toughest conditions: tight deadlines, unconventional spaces, and an audience ready to interact without instructions. Our experience: over 15 projects, 5 years in the market. AR here must launch without setup or technical glitches — otherwise the visitor shrugs and moves on. Technically, exhibition AR differs from museum AR: the focus is on wow effect, interactivity, sharing, and measuring engagement.

Why Marker-Based AR Is the Optimal Choice for Exhibitions

Exhibition halls are a challenging environment for AR. White booths with monochrome surfaces complicate plane detection. Spotlight lighting from below or the side leads to loss of feature points due to sharp shadows. Hundreds of people with phones simultaneously put load on Wi-Fi and backend.

Why marker-based AR is the optimal choice for exhibitions? Markers with branded images on booths, brochures, backdrops are independent of surface quality and lighting. Marker-based AR is 10 times more stable than markerless in poor lighting conditions. Specific requirements: minimum marker size 15×15 cm for reliable detection from 1-1.5 meters, histogramContrastScore > 0.8 (we verify using ARReferenceImage.validate(completionHandler:)), matte printing (not glossy), unique images on each booth. According to ARKit documentation, these parameters are critical for stable tracking.

Interaction Scenarios for Exhibitions

Reveal effect. Point at the booth — a 3D product appears "out of packaging," unfolds, and demonstrates features. 15–30 second animation. AnimationPlaybackController in RealityKit, animation baked into USDZ.

AR try-on. For fashion, jewelry, cosmetics — face tracking or body tracking. ARBodyTrackingConfiguration (iOS 13+, A12+) provides a 91-point body skeleton: you can try on clothes, accessories, backpacks.

Game mechanic for engagement. Visitors go through all partner booths → collect virtual items → get a prize. GameKit for storing points or a simple backend with session UUID. This motivates walking the entire exhibition.

AR photo for social media. Button "Take a photo with AR object" — ARView.snapshot(saveToPhotoLibrary: false, completion:) + UIActivityViewController for sharing. Brand logo watermark on the snapshot — via CoreImage overlay before sharing.

How to Ensure Fast Deployment of the AR App?

Exhibition in 3 weeks, content ready in 2 — a standard situation. Architecture for quick content updates:

  1. Remote Config (Firebase Remote Config) manages links to AR resources. Changing a 3D model or adding a new booth — update in Firebase Console, app update not required.
  2. On launch, the app checks Remote Config, downloads new resources in the background.
  3. Content update time without App Store: 5–10 minutes for the organizer.

Analytics and Engagement Measurement

Exhibitors want to know: how many people used AR, how much time they spent, what they looked at most. Firebase Analytics + custom events:

Analytics.logEvent("ar_activation", parameters: [
    "booth_id": boothId,
    "content_type": contentType,
    "session_duration": sessionDuration
])

Real-time dashboard for the exhibition organizer — via Firebase Console or a custom web dashboard with Firestore.

Offline Requirements for Exhibitions

Internet at exhibitions is unpredictable. Hundreds of people, one access point. All AR content must be in the app or cached on first launch. Strategy:

  • AR content (USDZ models, videos, images) — in the Resources bundle or downloaded on first Wi-Fi connection.
  • Markers (ARReferenceImage) — only locally, never from the server.
  • Analytics — offline queue via UserDefaults / SQLite, sent when network is restored.

From Our Practice: A B2B Exhibition Case

A B2B exhibition of building materials, 40 booths, 3-day event. AR at 15 booths: reveal effect for products, AR try-on for flooring (overlay on real floor), AR photo with mascot. Markers on backdrops. Wi-Fi was zonal — in 2 of 4 halls unstable. Solution: full offline package, downloaded at registration (100 MB at once). Analytics to local SQLite, synchronized when leaving the Wi-Fi zone. Over 3 days: 2400 AR sessions, average duration 47 seconds, 1100 AR photos published on Instagram.

What Our Work Includes

  • Analysis of the venue space and lighting.
  • Design and printing of high-contrast markers.
  • Development of AR scenarios (reveal, try-on, games, photos).
  • Integration of analytics and dashboard for the organizer.
  • On-site testing and optimization for real conditions.
  • Offline content caching and remote management via Remote Config.
  • On-event support (technical specialist onsite).
Scale Timeline
Single AR booth (marker + 3D reveal) 1–2 weeks
5–15 booths with analytics 4–7 weeks
Full exhibition app + CMS 2–4 months
AR Type Advantages Disadvantages
Marker-based Stability in any lighting, low CPU load Requires physical markers, limited area
Markerless Flexibility, no markers needed Unstable on white surfaces, sensitive to lighting

Cost is calculated individually based on number of booths, AR mechanics types, and analytics requirements. Get a consultation for your project. Order the development of an AR app for your exhibition.

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.