AR/VR & Metaverse · head to head
ARKit vs ShapesXR
The short version
- Each has a real cost: ARKit iOS-only platform, not available for Android or other operating systems; ShapesXR the free Starter plan allows only 1 editable Space, 10 Frames per Space and 1 Viewpoint
- They diverge on capability: ARKit covers World tracking, ShapesXR covers XR prototyping.
Where they differ
Only the attributes on which ARKit and ShapesXR actually diverge.
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (AR/VR & Metaverse).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in ARKit
- World tracking
- Face tracking
- Body tracking
- LiDAR support
- RealityKit
- Reality Composer
- SceneKit
- Ios support
Only in ShapesXR
- XR prototyping
- Real-time collaboration
- Interactions
- Asset library
- Figma
- Sketch
- Adobe XD
- Vr support
Both cover
- Ar support
What people use each for
The jobs each tool is most often brought in to do.
ARKit
- VR Gamingnot ShapesXR
- AR Marketingnot ShapesXR
- Virtual Trainingnot ShapesXR
- 3D Visualizationnot ShapesXR
- Immersive Experiencesnot ShapesXR
ShapesXR
- Designing and prototyping spatial and XR interfaces in a headsetnot ARKit
- Reviewing 3D product designs in context with a distributed teamnot ARKit
- Bringing Figma designs into VR for spatial layoutnot ARKit
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
ARKit
- iOS-only platform, not available for Android or other operating systems
- Location-based AR accuracy limited to 3-5 meters, insufficient for precise applications
- Cannot handle very fast motion capture
- Accuracy varies with lighting conditions and surface characteristics
- Requires iOS 11 or later and specific device hardware
ShapesXR
- The free Starter plan allows only 1 editable Space, 10 Frames per Space and 1 Viewpoint
- The free Starter plan caps imports at 20MB and the canvas at 100 square metres
- The Figma plugin, playable Figma prototypes and 200MB imports require a paid plan
- Roles, permissions, presentation tools and a shared team asset library require the Business plan
- Single sign on, multi-factor authentication and premium support are Enterprise only
- No prices are published for the Professional, Business or Enterprise plans; each is Get a quote
- The Business trial is 14 days
Pricing, plan by plan
ARKit
Free- FreeFree
- Full SDK
- Documentation
- Sample code
ShapesXR
Free- FreeFree
- 3 projects
- Collaboration
- Basic export
Which should you pick?
Choose ARKit if
- You need world tracking.
- You want to start without paying.
- You work on iOS, iPadOS, macOS, visionOS.
- You also want face tracking.
Choose ShapesXR if
- You need xr prototyping.
- You want to start without paying.
- You work on Vr, Ar, Quest, Web.
- You also want real-time collaboration.
Questions people ask
- Is ARKit or ShapesXR better?
- Neither clearly leads. ARKit starts at Free and ShapesXR at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, ARKit or ShapesXR?
- ARKit starts at Free and ShapesXR at Free.
- Does ARKit or ShapesXR run on more platforms?
- ARKit runs on iOS, iPadOS, macOS, visionOS. ShapesXR runs on Vr, Ar, Quest, Web.
- Can I use ARKit for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is ARKit best used for?
- ARKit is most often used for vr gaming, ar marketing, virtual training, 3d visualization. Of those, vr gaming and ar marketing are not what ShapesXR is typically brought in for.
- What can ARKit do that ShapesXR cannot?
- ARKit covers World tracking, Face tracking, Body tracking, LiDAR support. ShapesXR covers XR prototyping, Real-time collaboration, Interactions, Asset library. Both handle Ar support.
Answered from the vendors’ own pages
ARKit: Is ARKit free to use?
Yes, ARKit is free to use. It is included in Apple's iOS SDK and requires only Xcode and a Mac to start building AR apps. There are no licensing fees or subscription costs.
SourceARKit: What iOS devices support ARKit?
ARKit is supported on iPhone 6s and later, iPad Pro models, and the latest iPad models. It requires iOS 11 or later. Apple Vision Pro also supports ARKit with enhanced capabilities through visionOS.
SourceARKit: Can ARKit work offline?
ARKit can function offline for tracking and scene understanding since these operations run locally on the device. However, multiplayer AR features and cloud-based object detection require internet connectivity.
SourceARKit: Does ARKit integrate with game engines?
Yes, ARKit integrates with Unity through the Unity ARKit Plugin and with Unreal Engine. Developers can also use it with Metal, SceneKit, and Apple's RealityKit framework.
SourceARKit: What are ARKit's limitations with location-based AR?
ARKit's location-based positioning has accuracy limitations. Image-based positioning is primarily useful in urban areas, and beacon-based navigation provides accuracy of 3-5 meters, which is insufficient for precise AR applications requiring 1-meter accuracy or better.
SourceRelated pages
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- ARKit vs 8th Wall
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- ARKit vs Microsoft HoloLens 2
- ARKit vs Niantic Lightship
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- ARKit vs Gravity Sketch
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- ARKit vs Magic Leap 2
- ShapesXR vs ARCore
- ShapesXR vs Meta Quest
- ShapesXR vs Apple Vision Pro
- ShapesXR vs Unity AR Foundation
- ShapesXR vs HTC Vive
- ShapesXR vs 8th Wall
- ShapesXR vs Lens Studio
- ShapesXR vs Vuforia
- ShapesXR vs A-Frame
- ShapesXR vs Babylon.js
- ShapesXR vs Microsoft HoloLens 2
- ShapesXR vs Niantic Lightship
- ShapesXR vs PlayStation VR2
- ShapesXR vs Spark AR Studio
- ShapesXR vs TikTok Effect House
- ShapesXR vs Gravity Sketch
- ShapesXR vs Instagram AR Effects
- ShapesXR vs Magic Leap 2


