PocketAR brings handheld augmented reality to Godot. ARKit on iOS and ARCore on Android sit behind one API, and a simulated camera with recorded replay lets you build and test AR scenes on your desktop without a phone.
It is built on Godot's XR interface and the Mobile renderer (Metal and Vulkan) and runs on stock Godot 4.7.2 and newer. Tapping to place returns typed hits on detected planes, planes keep their identity while they are tracked, and anchors keep placed content where you put it while the platform refines its map. PocketAR handles pause, resume and permission prompts, and it asks for ARCore and camera access only when your game starts AR. On iOS, camera frames reach the GPU without a CPU copy.
To use it, enable PocketAR in Project Settings > Plugins and add res://addons/pocketar/ar_view.tscn to your scene. The README on GitHub covers project settings, Android and iOS export, and the two camera composition modes. A tap-to-place sample project is on the Releases page.
Requirements: Godot 4.7.2 or newer with the Mobile renderer. The editor runs on Apple Silicon macOS, Linux (x86_64 or arm64) and Windows x86_64; exporting to iOS needs a Mac. Phones need iOS 16+ (arm64) or Android API 29+ (arm64, ARCore-supported device).
This is an early release (0.0.2). Depth occlusion and image tracking are not supported yet.
Changelog for version 0.0.2
2026-10-30 11:32:23
No changelog provided for this version.