mapbox unity sdk uses the old (deprecated) ARInterface. There’s a github branch with an AR Foundation implementation that looks experimental and hasnt been updated for months, but I’ve gotten it to work myself. There also “AR + GPS Location” package ($$) AR + GPS Location | Integration | Unity Asset Store , which use AR Foundation, although its quite new, it looks pretty good and the author seems attentive to bug reports.
Source is here, can get setup right away: GitHub - Placenote/PlacenoteSDK-Unity: Placenote SDK and sample app for Unity
Main reason they got me hooked from last year is that I didn’t need to jump through a dumb registration process just to be selected or deemed worthy enough to try a spatial persistence SDK.
You can save custom data to maps and store them wherever you please if need be.
The level of customization provided above is something apple and google will never allow you to do. They want to harvest the point clouds to build a simulation of the world.
Whats going on right now, is that all of us are building the parallel universe that we can peak into. We are pulling all of our point cloud data to build meshes or textures of the real world. Same with Lidar.
What is more interesting here though, is using this same fundamentals (point cloud maps, LIDAR), we are going to build an actual map of Outer Space.
If you look at the image below with that mindset, than you can learn the foundations of mapping outer space.
Also, this has 28k views. if you need Indoor navigation, npc pathfinding, directions to a product in a store, inside a point cloud map.
A* munches on the node/waypoints between you and destination. The nodes/waypoints, you place automatically in Update() as you walk X distance in AR. That is how you define walkable paths in ar. (when toggled)
You clip all nodes outside of X distance of the camera to cheat occlusion since mesh generation from point clouds at runtime is a pretty tall task.