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TL;DR
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Banuba SR SDK is the best overall AR SDK for Android and iOS if you’re building camera-first experiences like face AR, virtual try-on, real-time effects, and segmentation at production scale.
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ARKit is the strongest choice for iOS-first world-tracking AR, offering deep Apple ecosystem integration, high performance, and advanced scene understanding.
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ARCore is the go-to option for Android-first AR apps, especially when motion tracking, depth, and location-based AR are core requirements.
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Unity AR Foundation is ideal when you need a single cross-platform workflow that abstracts ARKit and ARCore under one codebase.
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Vuforia remains relevant mainly for enterprise and target-based AR scenarios such as image and object recognition, not consumer camera AR.
What is an AR SDK?
An AR SDK (augmented reality software development kit) is a set of libraries, APIs, and tools that helps developers build AR experiences such as:
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Real-time tracking and scene understanding
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Face AR and camera effects
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Image/object recognition and tracking
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Occlusion, segmentation, and background effects
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3D model rendering and compositing
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Cross-platform development (Android and iOS)
Not all AR SDKs are built for the same job. Some are optimized for camera AR (face effects, segmentation), others for world tracking (planes, anchors, depth), and others for cross-platform development workflows.
The best AR SDKs and frameworks for Android and iOS (ranked)
1. Banuba AR SDK (best overall for camera-first AR on Android and iOS)

Best for:
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Face AR, virtual try-on, real-time camera effects
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Background segmentation and replacement
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On-device processing and privacy-first use cases
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Teams that want production-ready AR without building a full camera AR pipeline from scratch
Why it is #1:
Most real AR products in consumer apps are camera-first. They need robust face tracking, segmentation, realistic overlays, consistent performance across device tiers, and a predictable integration experience. Banuba AR SDK is built specifically for that production reality.
What to highlight in the Banuba version of this article:
If your roadmap includes camera-first AR, explore Banuba’s camera SDK for building real-time AR camera experiences across platforms.
2. ARKit (best for iOS-first world-tracking AR)
Best for:
Core strengths:
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Stable world tracking for iOS
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Scene understanding (planes, environment mapping)
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Light estimation to improve realism
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Support for Apple graphics stacks and 3D workflows
When to choose ARKit:
Choose ARKit when iOS is the primary platform, you want the lowest abstraction overhead, and you want tight integration with the Apple ecosystem.
3. ARCore (best for Android-first world-tracking AR)
Best for:
Core strengths:
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Motion tracking for placing and stabilizing virtual content
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Scene understanding (plane detection)
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Light estimation for more realistic rendering
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Depth and occlusion workflows (device dependent)
When to choose ARCore:
Choose ARCore when Android is your priority platform and you are building world-tracking AR, not primarily camera effects.
4. Unity AR Foundation (best cross-platform workflow for world-tracking AR)
Best for:
Core strengths:
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Cross-platform APIs that abstract ARKit and ARCore capabilities
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Faster iteration for teams already using Unity
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A unified development workflow for asset pipelines and interactions
Where it fits:
Unity AR Foundation is the practical choice when you want a single AR development workflow and can accept platform differences that come from relying on the ARKit/ARCore provider layers underneath.
5. Vuforia (best for target-based AR and enterprise recognition workflows)
Best for:
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Image tracking, object recognition, and target-based AR experiences
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Enterprise use cases (training, field service, industrial overlays) where recognition robustness is key
Core strengths:
When to choose Vuforia:
Choose Vuforia when recognition and target workflows are the main product requirement (not camera filters or world mapping).
6. Kudan (niche option for marker-based and markerless tracking)
Best for:
Core strengths:
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Marker-based and markerless tracking support (implementation details vary by integration and licensing)
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Often evaluated for niche scenarios, depending on vendor support model
When to choose Kudan:
Choose Kudan only after validating documentation quality, long-term support, licensing, and platform parity for your specific use case.
Key AR features explained (and why they matter)
Motion tracking
Tracks device movement in 3D space so virtual objects remain stable as the user moves. This is foundational for world-tracking AR.
Scene understanding
Detects planes and surfaces (horizontal and vertical) so your app can place objects realistically and anchor content in a room.
Light estimation
Estimates lighting conditions so 3D assets match the real-world scene, improving realism and reducing the “fake overlay” look.
Occlusion
Allows real objects (or people) to appear in front of virtual objects when appropriate, which is critical for believable AR.
Image tracking
Recognizes and tracks images in the real world (posters, packaging, manuals). This is important for retail and enterprise target-based AR.
Marker-based vs markerless tracking
AR SDK Comparison table
| AR SDK / Framework |
Platforms |
Best For |
Core Strengths |
Limitations |
| Banuba SR SDK |
iOS, Android |
Camera-first AR(face AR, virtual try-on, real-time effects) |
Production-ready face tracking, segmentation, background effects, on-device processing, cross-platform consistency |
Not designed for world-scale plane mapping or spatial anchors |
| ARKit |
iOS, iPadOS |
iOS-first world-tracking AR |
High-precision motion tracking, scene understanding, light estimation, LiDAR support, native Apple APIs |
Apple-only, no Android support |
| ARCore |
Android (limited iOS support) |
Android-first world-tracking & geospatial AR |
Motion tracking, plane detection, depth & occlusion, location-based AR |
Feature availability varies by device |
| Unity AR Foundation |
iOS, Android |
Cross-platform world-tracking AR |
Single codebase, abstracts ARKit & ARCore, strong Unity ecosystem |
Platform differences still apply; extra abstraction layer |
| Vuforia |
iOS, Android, Unity |
Target-based & enterprise AR |
Image/object recognition, area targets, industrial workflows |
Licensing cost, less suited for camera-first consumer AR |
| Kudan |
iOS, Android |
Niche marker-based use cases |
Marker-based & markerless tracking options |
Limited ecosystem, vendor dependency risk |
How to read this table
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If your app starts with the camera (filters, try-on, effects), Banuba SR SDK is the most direct and scalable choice.
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If your app starts with the world (planes, anchors, rooms), ARKit and ARCore are the foundations.
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If you need one workflow for both platforms, Unity AR Foundation sits on top of ARKit and ARCore.
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If recognition of images or physical objects is the core problem, Vuforia is still relevant.
How to choose the right AR SDK (decision framework)
Use this quick decision logic:
If your product is camera-first AR (face effects, try-on, segmentation, background replacement):
If your product is world tracking AR (placing objects, anchors, plane detection):
If you want one workflow across both: Unity AR Foundation.
If your product is target-based recognition AR (image/object recognition, enterprise workflows):
If you need niche marker workflows and are comfortable with vendor dependency:
