Location-Based AR with A-Frame: Production Implementation Guide
June 25, 2025
A-Frame
GPS
WebXR
AR.js 3.4.0+
Master location-based AR development using A-Frame's new-location-based
components available in AR.js 3.4.0 and above. These examples provide production-ready implementations for GPS-based AR experiences.
Available Production Examples:
- hello-world: Basic GPS positioning with HTML-only implementation
- multiple-boxes: Directional placement (N/S/E/W positioning)
- click-places: Interactive AR objects with click events
- poi: OpenStreetMap GeoJSON integration with dynamic POI loading
- osm-ways: Complex geodata rendering with Spherical Mercator reprojection
- avoid-shaking: Smoothing algorithms to reduce tracking instability
<!-- Production A-Frame Location-Based AR Implementation -->
<a-scene vr-mode-ui='enabled: false'
arjs='sourceType: webcam; videoTexture: true; debugUIEnabled: false'
renderer='antialias: true; alpha: true'>
<a-camera gps-new-camera='gpsMinDistance: 5;
simulateLatitude: 51.049;
simulateLongitude: -0.723'></a-camera>
<a-entity material='color: red'
geometry='primitive: box'
gps-new-entity-place="latitude: 51.05; longitude: -0.723"
scale="10 10 10"></a-entity>
</a-scene>
Source: /AR.js/aframe/examples/location-based/hello-world/index.html
Advanced Features: Includes distance calculation on click, fake GPS coordinates for desktop testing, ES6 module imports with Webpack configuration, and OpenStreetMap way rendering with triangulated polylines.
ARCore Unity Build Pipeline: Production Configuration
June 24, 2025
ARCore
Unity
Build Pipeline
Android
Implement robust ARCore integration with Unity's build system using proper preprocessor validation and render pipeline detection.
// ARCore Build Validation Implementation
namespace GoogleARCoreInternal {
internal class ARCoreSupportedPreprocessBuild : PreprocessBuildBase {
public override void OnPreprocessBuild(BuildTarget target, string path) {
if (target == BuildTarget.Android) {
CheckARCoreSupported();
}
#if UNITY_2018_1_OR_NEWER
if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset != null) {
Debug.LogWarning(
"Custom Rendering Pipeline Asset not supported by ARCore SDK. " +
"Set to None in 'Project Settings > Graphics > Scriptable Render Pipeline'"
);
}
#endif
}
private void CheckARCoreSupported() {
#if UNITY_2018_2_OR_NEWER && !UNITY_2018_2_0
if (!PlayerSettings.Android.ARCoreEnabled) {
Debug.LogWarning("Enable 'XR Settings > ARCore Supported' for Android builds");
}
#endif
}
}
}
Source: /GoogleARCore/SDK/Scripts/Editor/ARCoreSupportedPreprocessBuild.cs
Required vs Optional ARCore Configuration: Production apps must handle both AR Required and AR Optional modes, with proper AAR selection during build time. Use ARCoreProjectSettings.Instance.IsARCoreRequired
to configure appropriate plugin compatibility.
Advanced Integration: Includes camera permission management, APK availability checking, and session creation callbacks with proper Unity version compatibility handling.
AR Performance Testing: Automated Quality Assurance
June 23, 2025
Performance
Testing
WebDriver.io
Visual Regression
Implement comprehensive AR performance testing using webdriver.io with visual regression detection to ensure consistent quality across releases.
Performance Measurement Principles:
- Stability: Measure 3D shakiness when marker and camera are stable
- Accuracy: Calculate difference between expected vs actual object positions
- Latency: Time to process one frame in the AR pipeline
- Performance: Sustained FPS under various environmental conditions
# AR.js Automated Testing Setup
npm install # Install webdriver.io and visual regression services
npm test # Run automated screenshot comparison tests
# Visual regression detection compares current screenshots
# with previous versions to catch AR tracking regressions
Source: /AR.js/test/README.md | Framework: webdriver.io visual regression services
Production Testing Strategy: Implement automated testing on each commit with Travis CI integration. Test across multiple browsers, devices, and environmental conditions including blur, noise, and varying lighting scenarios.
Cross-Platform AR Testing: XCTest Performance Frameworks
June 22, 2025
iOS
XCTest
Performance
ARKit
Implement comprehensive iOS AR testing using XCTest performance measurement frameworks for ARKit applications.
// AR Performance Testing with XCTest
import XCTest
@testable import AR_Ruler
class AR_RulerTests: XCTestCase {
override func setUp() {
super.setUp()
// Initialize AR session and test environment
}
override func tearDown() {
// Clean up AR session resources
super.tearDown()
}
func testPerformanceExample() {
// Measure AR processing performance
self.measure {
// Put AR tracking/rendering code here for measurement
// Tests frame processing time, object placement accuracy
}
}
}
Source: /AR-RulerTests/AR_RulerTests.swift | Framework: XCTest performance measurement
Testing Strategy: Use XCTest's measure
method to profile AR tracking performance, object placement accuracy, and rendering frame times. Essential for maintaining 60 FPS targets across iOS device generations.