Now anyone can quickly prototype and produce content for AR experiences that are ready to integrate into apps using Xcode or export to AR Quick Look. Reality Composer lets you build animations and interactions on iPhone, iPad, and Mac to enrich your 3D content.
- Building An Android Ar App On A Mac Laptop
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- Building An Android Ar App On A Mac Download
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One of the best stargazing apps for mobile phones is also a top AR app. Star Walk 2 takes augmented reality to the heavens by using your phone's sensors and location data to present an interactive.

Built-in AR Library
- Jun 30, 2020 Apps provide multiple entry points. Android apps are built as a combination of components that can be invoked individually. For example, an activity is a type of app component that provides a user interface (UI). The 'main' activity starts when the user taps your app's icon.
- Build an iOS app in Visual Studio 2019. It's possible to build and debug the iOS app from Visual Studio with a networked Mac computer. Refer to the setup instructions for more information. This video covers the process of building and testing an iOS app using Visual Studio 2019 on Windows.
Import your own USDZ files or take advantage of the hundreds of ready-to-use virtual objects in the built-in AR library. This library harnesses the power of procedural content generation for a variety of assets, so you can customize a virtual object’s size, style, and more.
Animations and Audio
Add animations that let you move, scale, and add emphasis like a “wiggle” or “spin” to virtual objects. You can choose for actions to happen when a user taps an object, comes in close proximity with it, or activates some other trigger. You can also take advantage of spatial audio to add a new level of reality to your AR scene.
Seamless Tools
Reality Composer is included with Xcode and is also available as an iOS and iPadOS app, so you can build, test, tune, and simulate AR experiences entirely on iPhone or iPad. And thanks to live linking, you can rapidly move between platforms create stunning, complex AR experiences on the devices that work best for you.
Record and Play
With Reality Composer for iOS, you can record sensor and camera data in the location where the AR experience will take place, then replay it later on your iOS device while building your app.
RealityKit
This brand new, high-level framework was built from the ground up specifically for augmented reality with photo-realistic rendering, camera effects, animations, physics and more. It also features a Swift API. With native ARKit integration, incredibly realistic physics-based rendering, transform and skeletal animations, spatial audio, and rigid body physics, RealityKit makes AR development faster and easier than ever before.
World-class Rendering
RealityKit seamlessly blends virtual content with the real world using realistic physically-based materials, environment reflections, grounding shadows, camera noise, motion blur, and more, making virtual content nearly indistinguishable from reality.
Scalable Performance
Utilizing the latest Metal features to get the most out of the GPU, RealityKit takes full advantage of CPU caches and multiple cores to deliver incredibly fluid visuals and physics simulations. And because it automatically scales the performance of an AR experience to each iPhone or iPad, you only need to build a single AR experience.
Swift API
Easy to use yet incredibly powerful, RealityKit uses Swift’s rich language features to automatically provide the full feature set so you can build AR experiences even more quickly, without the need for boilerplate code.
Export to USDZ
Reality Composer now supports export to USDZ which includes support for all animations, anchors and spatial audio authored in Reality Composer.
Shared AR Experiences
RealityKit simplifies building shared AR experiences by taking on the hard work of networking, such as maintaining a consistent state, optimizing network traffic, handling packet loss, or performing ownership transfers.
Downloads
Reality Composer for iOS, iPadOS, and macOS makes it easy to build, test, tune, and simulate AR experiences for iPhone or iPad. With live linking, you can rapidly move between Mac and iPhone or Mac and iPad to create stunning AR experiences, then export them to AR Quick Look or integrate them into your app with Xcode.
Xcode 11
Reality Composer for macOS is bundled with Xcode 11, which is available on the Mac App Store.
Reality Composer
Reality Composer for iOS and iPadOS is available on the App Store.
Android Studio sets up new projects to deploy to the Android Emulator ora connected device with just a few clicks. Once your app is installed,you can use Apply Changes to deploy certain code and resourcechanges without building a new APK.
To build and run your app, follow these steps:
- In the toolbar, select your app from the run configurations drop-down menu.
- From the target device drop-down menu, select the device that you want to runyour app on. - If you don't have any devices configured, then you need to eitherconnect a device via USB orcreate an AVD to use theAndroid Emulator. 
- Click Run . 
Change the run/debug configuration
When you run your app for the first time, Android Studio uses a default runconfiguration. The run configuration specifies whether to deploy your app froman APK or an Android App Bundle, the module to run,package to deploy, activity to start, target device, emulator settings, logcatoptions, and more.
The default run/debug configuration builds an APK, launches the defaultproject activity, and uses the Select Deployment Target dialog for targetdevice selection. If the default settings don't suit your project or module,you can customize the run/debug configuration, or even create a new one, atthe project, default, and module levels. To edit a run/debug configuration,select Run > Edit Configurations. Formore information, see Create andEdit Run/Debug Configurations.
Change the build variant
By default, Android Studio builds the debug version of your app, which isintended for use only during development, when you click Run.
To change the build variant Android Studio uses, select Build> Select Build Variant in the menu bar.
For projects without native/C++ code, the Build Variants panel has twocolumns: Module and Active Build Variant. The Active Build Variantvalue for the module determines which build variant the IDE deploys to yourconnected device and is visible in the editor.
Figure 1. The BuildVariants panel has two columns for projects that do not have native/C++code
To switch between variants, click the Active Build Variant cell for a moduleand choose the desired variant from the list field.
For projects with native/C++ code, the Build Variants panel has threecolumns: Module, Active Build Variant, and Active ABI. The ActiveBuild Variant value for the module determines the build variant that the IDEdeploys to your device and is visible in the editor. For native modules, theActive ABI value determines theABI that the editor uses, butdoes not impact what is deployed.
Figure 2. The BuildVariants panel adds the Active ABI column forprojects with native/C++ code
To change the build variant or ABI, click the cell for the Active Build Variantor Active ABI column and choose the desired variant or ABI from the list.After you change the selection, the IDE syncs your project automatically.Changing either column for an app or library module will apply the change to alldependent rows.
By default, new projects are set up with two build variants: a debug and releasevariant. You need to build the release variant to prepare your app for publicrelease.
To build other variations of your app, each with different features or devicerequirements, you can define additional build variants.
Build your project
The Run button builds and deploys your app to a device. However, to build your app to share or upload to Google Play, you'll need to use one of the options in the Build menu to compile parts or all of your project. Before you select any of the build options listed in table 1, make sure you first select the build variant you want to use.
Note: Android Studio requires AAPT2 to build app bundles, which isenabled for new projects by default. However, to make sure it is enabled onexisting projects, includeandroid.enableAapt2=true in yourgradle.properties file and restart the Gradle daemon by running ./gradlew--stop from the command line.Table 1. Build options in the Build menu.
| Menu Item | Description | 
|---|---|
| Make Module | Compiles all source files in the selected module that have been modified since the last build, and all modules the selected module depends on recursively. The compilation includes dependent source files and any associated build tasks. You can select the module to build by selecting either the module name or one of its files in the Project window. This command does not generate an APK. | 
| Make Project | Makes all modules. | 
| Clean Project | Deletes all intermediate/cached build files. | 
| Rebuild Project | Runs Clean Project for the selected build variant and produces an APK. | 
| Build Bundle(s) / APK(s) > Build APK(s) | Builds an APK of all modules in the current project for their selected variant. When the build completes, a confirmation notification appears, providing a link to the APK file and a link to analyze it in the APK Analyzer. If the build variant you've selected is a debug build type, then the APK is signed with a debug key and it's ready to install. If you've selected a release variant, then, by default, the APK is unsigned and you must manually sign the APK. Alternatively, you can select Build > Generate Signed Bundle / APK from the menu bar.  Android Studio saves the APKs you build in  | 
| Build Bundle(s) / APK(s) > Build Bundle(s) | Builds an Android App Bundle of all modules in the current project for their selected variant. When the build completes, a confirmation notification appears, providing a link to the app bundle and a link to analyze it in the APK Analyzer. If the build variant you've selected is a debug build type, then the app bundle is signed with a debug key, and you can use   Android Studio saves the APKs you build in  | 
| Brings up a dialog with a wizard to set up a new signing configuration, and build either a signed app bundle or APK. You need to sign your app with a release key before you can upload it to the Play Console. For more information about app signing, see Sign your app. | 
Note: The Run button builds an APK with testOnly='true',which means the APK can only be installed via adb (which Android Studio uses). If you wanta debuggable APK that people can install without adb, select your debug variant and clickBuild Bundle(s) / APK(s) > Build APK(s).
For details about the tasks that Gradle executes for each command, open the Build window asdescribed in the next section. For more information about Gradle and the build process, seeConfigure Your Build.
Monitor the build process
You can view details about the build process by clicking View > Tool Windows > Build (or by clicking Build in the tool window bar). The window displays the tasks that Gradle executes in order to build your app, as shown in figure 3.
Figure 3. The Build output window in Android Studio
- Build tab: Displays the tasks Gradle executes as a tree, where each node represents either a build phase or a group of task dependencies. If you receive build-time or compile-time errors, inspect the tree and select an element to read the error output, as shown in figure 4. Figure 4. Inspect the Build output window for error messages 
- Sync tab: Displays tasks that Gradle executes to sync with your project files. Similar to the Build tab, if you encounter a sync error, select elements in the tree to find more information about the error.
- Restart: Performs the same action as selecting Build > Make Project by generating intermediate build files for all modules in your project.
- Toggle view: Toggles between displaying task execution as a graphical tree and displaying more detailed text output from Gradle—this is the same output you see in the Gradle Console window on Android Studio 3.0 and earlier.
If your build variants use product flavors, Gradle also invokes tasks to build those product flavors. To view the list of all available build tasks, click View > Tool Windows > Gradle (or click Gradle in the tool window bar).
 If an error occurs during the build process, Gradle may recommend some command-line options to help you resolve the issue, such as --stacktrace or --debug. To use command-line options with your build process:
- Open the Settings or Preferences dialog: - On Windows or Linux, select File > Settings from the menu bar.
- On Mac OSX, select Android Studio > Preferences from the menu bar.
 
- Navigate to Build, Execution, Deployment > Compiler.
- In the text field next to Command-line Options, enter your command-line options.
- Click OK to save and exit.
Gradle applies these command-line options the next time you try building your app.
Apply Changes
Building An Android Ar App On A Mac Laptop
In Android Studio 3.5 and higher, Apply Changes lets you push code and resourcechanges to your running app without restarting your app—and, in somecases, without restarting the current activity. This flexibility helps youcontrol how much of your app is restarted when you want to deploy and testsmall, incremental changes while preserving your device's current state. ApplyChanges uses capabilities in the Android JVMTI implementation that are supported on devices running Android 8.0 (API level 26) or higher. Tolearn more about how Apply Changes works, seeAndroid Studio Project Marble: Apply Changes.
Requirements

Apply Changes actions are only available when you meet the following conditions:
- You build the APK of your app using a debug build variant.
- You deploy your app to a target device or emulator that runs Android 8.0(API level 26) or higher.
Use Apply Changes
Use the following options when you want to deploy your changes to a compatibledevice:
Attempts to apply both your resource and code changes by restarting youractivity but without restarting your app. Generally, you can use this optionwhen you've modified code in the body of a method or modified an existingresource.
You can also perform this action by pressing Ctrl+Alt+F10 (orControl+Shift+Command+R on macOS).
Attempts to apply only your code changes without restarting anything.Generally, you can use this option when you've modified code in the body of amethod but you have not modified any resources. If you've modified both code andresources, use Apply Changes and Restart Activity instead.
You can also perform this action by pressing Ctrl+F10 (or Control+Command+Ron macOS).
Deploys all changes and restarts the app. Use this option when the changesthat you have made cannot be applied using either of the Apply Changes options.To learn more about the types of changes that require an app restart, seeLimitations of Apply Changes.
Enable Run fallback for Apply Changes
After you've clicked either Apply Changes and Restart Activity orApply Code Changes, Android Studio builds a new APK and determines whetherthe changes can be applied. If the changes can't be applied and would causeApply Changes to fail, Android Studio prompts you to Runyour app again instead. However, if you don't want to be prompted every timethis occurs, you can configure Android Studio to automatically rerun your appwhen changes can't be applied.
To enable this behavior, follow these steps:
- Open the Settings or Preferences dialog: - On Windows or Linux, select File > Settings from the menu bar.
- On macOS, select Android Studio > Preferences from the menu bar.
 
- Navigate to Build, Execution, Deployment > Deployment. 
- Select the checkboxes to enable automatic Run fallback for either of theApply Changes actions. 
- Click OK. 
onCreate()method, those changes only take effect after the activity is relaunched, so youmust restart your app to see those changes.Limitations of Apply Changes
Apply Changes is designed to speed up the app deployment process. However,there are some limitations for when it can be used. If you encounter any issueswhile using Apply Changes, file a bug.
Code changes that require app restart
Some code and resource changes cannot be applied until the app is restarted,including the following:
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- Adding or deleting a method or field
- Changing method signatures
- Changing modifiers of methods or classes
- Changing class inheritance
- Changing values in enums
- Adding or removing a resource
- Changing the app manifest
- Changing native libraries (SO files)
Libraries and plugins
Some libraries and plugins automatically make changes to your app's manifestfiles or to resources that are referenced in the manifest. These automaticupdates can interfere with Apply Changes in the following ways:
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- If a library or plugin makes changes to your app's manifest, you can't useeither Apply Code Changes or Apply Changes and Restart Activity and have to restart your app before you can see your changes.
- If a library or plugin makes changes to your app's resource files, you can'tuse Apply Code Changes ,and you must use Apply Changes and Restart Activity to see your changes.
You can avoid these limitations by disabling all automatic updates for yourdebug build variants.
Building An Android Ar App On A Mac Download
For example, Crashlytics updates app resources with a unique build ID duringevery build, which prevents you from using Apply Code Changes and requires you to restart your app's activity to see your changes. You candisable this behaviorso that you can use Apply Code Changes alongside Crashlytics with your debugbuilds.
Building An Android Ar App On A Mac Pc
Code that directly references content in an installed APK
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If your code directly references content from your app's APK that's installed onthe device, that code can cause crashes or misbehave after clicking Apply CodeChanges .This behavior occurs because when you click Apply Code Changes, theunderlying APK on the device is replaced during installation. In these cases,you can click Apply Changes and Restart Activity or Run ,instead.