Display scenes in augmented reality (AR)

Augmented reality (AR) experiences can be implemented with three common patterns: tabletop, flyover, and world-scale.

  • Flyover – With flyover AR you can explore a scene using your device as a window into the virtual world. A typical flyover AR scenario starts with the scene’s virtual camera positioned over an area of interest. You can walk around and reorient the device to focus on specific content in the scene.
  • Tabletop – Tabletop AR provides scene content anchored to a physical surface, as if it were a 3D-printed model. You can walk around the tabletop and view the scene from different angles.
  • World-scale – A kind of AR scenario where scene content is rendered exactly where it would be in the physical world. This is used in scenarios ranging from viewing hidden infrastructure to displaying waypoints for navigation. In AR, the real world, rather than a basemap, provides the context for your GIS data.
FlyoverTabletopWorld-scale
Flyover Tabletop World-scale
On screen, flyover is visually indistinguishable from normal scene rendering.In tabletop, scene content is anchored to a real-world surface.In world-scale AR, scene content is integrated with the real world.

Support for augmented reality is provided through tools available in each ArcGIS Runtime API Toolkit.

Enable your app for AR

  1. See the Toolkit repo on GitHub for the latest instructions for installing.

  2. Add an ARSceneView to your app.

  3. Configure privacy and permissions.

  4. Now you're ready to add tabletop AR, add flyover AR, or add world-scale AR to your app.

Add an AR view to your app

ARSceneView uses an underlying ARKit or ARCore view and an ArcGIS Runtime SceneView.

ARSceneView subclasses SceneView, so you can access scene view properties, including the Scene, directly.

Use the following properties on ARSceneView to configure AR:

  • TranslationFactor - controls the relationship between physical device position changes and changes in the position of the scene view's camera. This is useful for tabletop and flyover AR.
  • OriginCamera - controls the initial position of the scene view's camera. When position tracking is started, ARSceneView transforms the scene view camera's position using a transformation matrix provided by ARKit or ARCore. Once the origin camera is set, the manipulation of the scene view's camera is handled automatically.
  • SetInitialTransformation – takes a point on the screen, finds the surface represented by that point, and applies a transformation such that the origin camera is pinned to the location represented by that point. This is useful for pinning content to a surface, which is needed for tabletop AR.

In addition to the toolkit, you'll need to use the following ArcGIS Runtime features provided by the underlying scene view when creating AR experiences:

  • Scene view space effect control — Disable rendering the 'starry sky' effect to display scene content on top of a camera feed.
  • Scene view atmosphere effect control — Disable rendering the atmosphere effect to avoid obscuring rendered content.
  • Surface transparency — Hide the ground when rendering world-scale AR because the camera feed, not the basemap, is providing context for your GIS content. You can use a semitransparent surface to calibrate your position in world-scale AR.
  • Scene view navigation constraint — By default, scene views constrain the camera to being above the ground. You should disable this feature to enable users to use world-scale AR underground (for example, while in a basement). The navigation constraint will interfere with tabletop AR if the user attempts to look at the scene from below.

To use ARSceneView, first add it to the view, then configure the lifecycle methods to start and stop tracking as needed.

                                                                                                                                                                                                   
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// ---------- General --------------------- //

public partial class BasicAR : ContentPage
{
    protected override void OnAppearing()
    {
        base.OnAppearing();
        await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
    }

    protected override void OnDisappearing()
    {
        base.OnDisappearing();
        ARView.StopTrackingAsync();
    }
}


// ---------- Tabletop --------------------- //


    public override void LoadView()
    {
        // After creating and displaying views…
        // Get notification when planes are detected
        _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
    }

    private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
    {
        if (planeDetected)
        {
            BeginInvokeOnMainThread(EnableTapToPlace);
        }
    }

    private void EnableTapToPlace()
    {
        // Show the help label.
        _helpLabel.Hidden = false;
        _helpLabel.Text = "Tap to place the scene.";

        // Wait for the user to tap.
        _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
    }



    private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
    {
        if (_arSceneView.SetInitialTransformation(e.Position))
        {
            DisplayScene();
        }
    }



    private Scene _tabletopScene;

    private async void DisplayScene()
    {
        // Get the downloaded mobile scene package.
        MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
        await package.LoadAsync();
        _tabletopScene = package.Scenes.First();

        // Hide the base surface.
        _tabletopScene.BaseSurface.Opacity = 0;

        // Enable subsurface navigation. This allows you to look at the scene from below.
        _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;

        // Show the scene.
        _arSceneView.Scene = _tabletopScene;

        UpdateTranslationFactorAndOriginCamera(_tablestopScene);
    }



    private void UpdateTranslationFactorAndOriginCamera()
    {

      // Create a camera at the bottom and center of the scene.
      //    This camera is the point at which the scene is pinned to the real-world surface.
      Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);

      // Set the origin camera.
      _arSceneView.OriginCamera = originCamera;

      // The width of the scene content is about 800 meters.
      double geographicContentWidth = 800;

      // The desired physical width of the scene is 1 meter.
      double tableContainerWidth = 1;

      // Set the translation factor based on the scene content width and desired physical size.
      _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;

    }



// ---------- Flyover --------------------- //


    private void DisplayScene()
    {

      // Create the scene with a basemap.
      Scene flyoverScene = new Scene(Basemap.CreateImagery());

      // Create the integrated mesh layer and add it to the scene.
      IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
      flyoverScene.OperationalLayers.Add(meshLayer);

      // Show the scene.
      _arSceneView.Scene = flyoverScene;

      // Wait for the layer to load so that extent is available.
      await meshLayer.LoadAsync();

      // Start with the camera at the center of the mesh layer.
      Envelope layerExtent = meshLayer.FullExtent;
      Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
      _arSceneView.OriginCamera = originCamera;

      // Disable navigation constraint
      _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;

      // Set the translation factor to enable rapid movement through the scene.
      _arSceneView.TranslationFactor = 1000;

      // Enable atmosphere and space effects for a more immersive experience.
      _arSceneView.SpaceEffect = SpaceEffect.Stars;
      _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;

    }


// ---------- World-scale --------------------- //


 _arView.LocationDataSource = new SystemLocationDataSource();



    private void ConfigureSceneForAR()
    {
      // Create the scene with imagery basemap
      _arView.Scene = new Scene(Basemap.CreateImagery ());

      // Create and add the elevation surface
      _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
      _elevationSurface = new Surface();
      _elevationSurface.ElevationSources.Add(_elevationSource);
      _arView.Scene.BaseSurface = _elevationSurface;

      // Remove the navigation constraint.
      _elevationSurface.NavigationConstraint = NavigationConstraint.None;

      // Disable space and atmosphere effects
      _arView.SpaceEffect = SpaceEffect.None;
      _arView.AtmosphereEffect = AtmosphereEffect.None;
    }



public override void ViewDidAppear(bool animated)
{
  base.ViewDidAppear(animated);

  // Continuous update mode
  _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);

  // One-time mode
  //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
}


protected override async void OnResume()
{
    base.OnResume();

    // Continuous update mode
    _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);

    // One-time mode
    //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
}



_arSceneView.RenderPlanes = true;

Configure privacy and permissions

Before you can use augmented reality, you'll need to request location and camera permissions.

On iOS, ensure the following properties are set in info.plist:

  • Privacy - Camera Usage Description
  • Privacy - Location When In Use Usage Description

The deployment target should be set to a supported version of iOS (see System requirements for details).

If you’d like to restrict your app to installing only on devices that support ARKit, add arkit to the required device capabilities section of Info.plist:

Info.plist
      
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<!-- -->

<key>UIRequiredDeviceCapabilities</key>
<array>
    <string>arkit</string>
</array>

On Android, you'll need to request camera and location permissions before using ARCore. Ensure that the following permissions are specified in AndroidManifest.xml:

                        
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<!-- ... -->

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ...>
  <uses-sdk android:minSdkVersion="26" android:targetSdkVersion="28" />

  <!-- Location service is used for full-scale AR where the current device location is required -->
  <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
  <!-- Both "AR Optional" and "AR Required" apps require CAMERA permission. -->
  <uses-permission android:name="android.permission.CAMERA" />

  <!-- Indicates that app requires ARCore ("AR Required"). Ensures app is
    only visible in the Google Play Store on devices that support ARCore.
    For "AR Optional" apps remove this line. -->
  <uses-feature android:name="android.hardware.camera.ar" android:required="true" />

  <application ...>
     <!-- Indicates that app requires ARCore ("AR Required"). Causes Google
      Play Store to download and install ARCore along with the app.
      For an "AR Optional" app, specify "optional" instead of "required" -->
    <meta-data android:name="com.google.ar.core" android:value="required" />
  </application>

</manifest>

When starting the AR experience, ensure that the user has granted permissions. See Microsoft's Xamarin documentation for details.

Note that the device must support ARCore for ARSceneView to work. Google maintains a list of supported devices. ARCore is a separate installable component delivered via Google Play.

Add the following to the application definition in AndroidManifest.xml to ensure ARCore is installed with your app. You can specify optional or required depending on whether your app should work when ARCore is not present. The toolkit defines this metadata as optional automatically. When requiring ARCore, you’ll need to add tools:replace="android:value" to the metadata declaration because the Toolkit has already specified a value.

                        
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<!-- ... -->

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ...>
  <uses-sdk android:minSdkVersion="26" android:targetSdkVersion="28" />

  <!-- Location service is used for full-scale AR where the current device location is required -->
  <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
  <!-- Both "AR Optional" and "AR Required" apps require CAMERA permission. -->
  <uses-permission android:name="android.permission.CAMERA" />

  <!-- Indicates that app requires ARCore ("AR Required"). Ensures app is
    only visible in the Google Play Store on devices that support ARCore.
    For "AR Optional" apps remove this line. -->
  <uses-feature android:name="android.hardware.camera.ar" android:required="true" />

  <application ...>
     <!-- Indicates that app requires ARCore ("AR Required"). Causes Google
      Play Store to download and install ARCore along with the app.
      For an "AR Optional" app, specify "optional" instead of "required" -->
    <meta-data android:name="com.google.ar.core" android:value="required" />
  </application>

</manifest>

The following declaration (outside of the application element) will ensure that the app only displays in the Play Store if the device supports ARCore:

                        
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<!-- ... -->

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ...>
  <uses-sdk android:minSdkVersion="26" android:targetSdkVersion="28" />

  <!-- Location service is used for full-scale AR where the current device location is required -->
  <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
  <!-- Both "AR Optional" and "AR Required" apps require CAMERA permission. -->
  <uses-permission android:name="android.permission.CAMERA" />

  <!-- Indicates that app requires ARCore ("AR Required"). Ensures app is
    only visible in the Google Play Store on devices that support ARCore.
    For "AR Optional" apps remove this line. -->
  <uses-feature android:name="android.hardware.camera.ar" android:required="true" />

  <application ...>
     <!-- Indicates that app requires ARCore ("AR Required"). Causes Google
      Play Store to download and install ARCore along with the app.
      For an "AR Optional" app, specify "optional" instead of "required" -->
    <meta-data android:name="com.google.ar.core" android:value="required" />
  </application>

</manifest>

Once you have installed the toolkit, configured your app to meet privacy requirements, requested location permissions, and added an ARSceneView to your app, you can begin implementing your AR experience.

Understand Common AR Patterns

There are many AR scenarios you can achieve with Runtime. This SDK recognizes the following common patterns for AR:

  • Flyover – Flyover AR is a kind of AR scenario that allows you to explore a scene using your device as a window into the virtual world. A typical flyover AR scenario will start with the scene’s virtual camera positioned over an area of interest. You can walk around and reorient the device to focus on specific content in the scene.
  • Tabletop – A kind of AR scenario where scene content is anchored to a physical surface, as if it were a 3D-printed model. You can walk around the tabletop and view the scene from different angles.
  • World-scale – A kind of AR scenario where scene content is rendered exactly where it would be in the physical world. This is used in scenarios ranging from viewing hidden infrastructure to displaying waypoints for navigation. In AR, the real world, rather than a basemap, provides the context for your GIS data.

Each experience is built using some combination of the features in Runtime and the toolkit and some basic behavioral assumptions.

AR patternOrigin cameraTranslation factorScene viewBase surface
Flyover ARAbove the tallest content in the sceneA large value to enable rapid traversal; 0 to restrict movementSpace effect: Stars Atmosphere: RealisticDisplayed
Tabletop AROn the ground at the center or lowest point on the sceneBased on the size of the target content and the physical tableSpace effect: Transparent Atmosphere: NoneOptional
World-scale ARAt the same location as the physical device camera1, to keep virtual content in sync with real-world environmentSpace effect: Transparent Atmosphere: NoneOptional for calibration

Add tabletop AR to your app

Tabletop AR allows you to use your device to interact with scenes as if they were 3D-printed models sitting on your desk. You could, for example, use tabletop AR to virtually explore a proposed development without needing to create a physical model.

Implement tabletop AR

Tabletop AR often allows users to place scene content on a physical surface of their choice, such as the top of a desk. Once the content is placed, it stays anchored to the surface as the user moves around it.

  1. Create an ARSceneView and add it to the view

    See Add an AR view to your app.

  2. When tracking is ready and at least one plane has been found, wait for the user to tap. You can use the PlanesDetectedChanged event to be notified when planes are detected.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  3. Once the user has tapped a point, call SetInitialTransformation. The toolkit will use the native platform’s plane detection to position the virtual camera relative to the plane. If the result is true, the transformation has been set successfully and you can place the scene.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  4. Create and display the scene. Set the navigation constraint on the scene’s base surface to None. For demonstration purposes, this code uses the Philadelphia mobile scene package because it is particularly well-suited for tabletop display. You can download that .mspk and add it to your project to make the code below work. Alternatively, you can use any scene for tabletop mapping, but be sure to define a clipping distance for a proper tabletop experience.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  5. Find an anchor point in the scene. You can use a known value, a user-selected value, or a computed value. For simplicity, this example uses a known value. Place the origin camera at that point.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  6. Set the translation factor on the ArcGIS AR view so that the whole scene can be viewed by moving around it. A useful formula for determining this value is translation factor = virtual content width / desired physical content width. The desired physical content width is the size of the physical table while virtual content width is the real-world size of the scene content; both measurements should be in meters. You can set the virtual content width by setting a clipping distance.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;

Add flyover AR to your app

Flyover AR displays a scene while using the movement of the physical device to move the scene view camera. For example, you can walk around while holding up your device as a window into the scene. Unlike other AR experiences, the camera feed is not displayed to the user, making flyover more similar to a traditional virtual reality (VR) experience.

Flyover is the simplest AR scenario to implement, as there is only a loose relationship between the physical world and the rendered virtual world. With flyover, you can imagine your device as a window into the virtual scene.

Implement flyover AR

  1. Create the AR view and add it to the UI.

    See Add an AR view to your app.

  2. Create the scene, add any content, then display it. This example uses an integrated mesh layer.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  3. Place the origin camera above the content you want the user to explore, ideally in the center. Typically, you’ll want to place the origin camera above the highest point in your scene. Constrain navigation to stay above the scene's base surface.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  4. Set the translation factor to allow rapid traversal of the scene. The translation factor defines the relationship between physical device movement and virtual camera movement. To create a more immersive experience, set the space effect on the scene view to Stars and the atmosphere effect to Realistic. Disable the navigation constraint on the scene's base surface to prevent camera position problems near the ground.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;

Add world-scale AR to your app

A world-scale AR experience is defined by the following characteristics:

  • The scene camera is positioned to precisely match the position and orientation of the device’s physical camera
  • Scene content is placed in the context of the real world by matching the scene view’s virtual camera position and orientation to that of the physical device camera.
  • Context aids, like the basemap, are hidden; the camera feed provides real-world context.

Some example use cases of world-scale AR include:

  • Visualizing hidden infrastructure, like sewers, water mains, and telecom conduits.
  • Maintaining context while performing rapid data collection for a survey.
  • Visualizing a route line while navigating.

Configure content for world-scale AR

The goal of a world-scale AR experience is to create the illusion that your GIS content is physically present in the world around you. There are several requirements for content that will be used for world-scale AR that go beyond what is typically required for 2D mapping.

  • Ensure that all data has an accurate elevation (or Z) value. For dynamically generated graphics (for example, route results) use an elevation surface to add elevation.
  • Use an elevation source in your scene to ensure all content is placed accurately relative to the user.
  • Don't use 3D symbology that closely matches the exact shape of the feature it represents. For example, do not use a generic tree model to represent tree features or a fire hydrant to represent fire hydrant features. Generic symbology won’t capture the unique geometry of actual real-world objects and will highlight minor inaccuracies in position.
  • Consider how you present content that would otherwise be obscured in the real world, as the parallax effect can make that content appear to move unnaturally. For example, underground pipes will ‘float’ relative to the surface, even though they are at a fixed point underground. Have a plan to educate users, or consider adding visual guides, like lines drawn to link the hidden feature to the obscuring surface (for example, the ground).
  • By default, ArcGIS Runtime renders content over a large distance, which can be problematic when you are trying to view a limited subset of nearby features (just the pipes in your building, not for the entire campus, for example). You can use the clipping distance to limit the area over which scene content renders.

Location tracking options for world-scale AR

There are a few strategies for determining the device’s position in the world and maintaining that position over time:

  • Use the device’s location data source (for example, GPS) to acquire an initial position and make further position updates using ARKit and ARCore only.
  • Use the location data source continuously.

With continuous updates, the origin camera is set every time the location data source provides a new update. With a one-time update, the origin camera is set only once.

There are benefits and drawbacks to each approach that you should consider when designing your AR experience:

  • One-time update
    • Advantage: ARKit/ARCore tracking is more precise than most location data sources.
    • Advantage: Content stays convincingly pinned to its real-world position, with minimal drifting or jumping.
    • Disadvantage: Error accumulates the further you venture from where you start the experience.
  • Continuous update
    • Advantage: Works over a larger area than ARKit or ARCore.
    • Disadvantage: Visualized content will jump as you move through the world and the device’s location is updated (as infrequently as once per second rather than ARKit’s 60 times per second).
    • Disadvantage: Because the origin camera is constantly being reset, you can’t use panning to manually correct position errors.

You don’t need to make a binary choice between approaches for your app. Your app can use continuous updates while the user moves through larger areas, then switch to a primarily ARKit or ARCore-driven experience when you need greater precision.

Using ArcGIS Runtime, the choice of location strategy is specified with a call to startTracking() on the AR view control. To change the location update mode, stop tracking and then resume tracking with the desired mode.

Implement world-scale AR

  1. Create an ARSceneView and add it to the view.

    See Add an AR view to your app.

  2. Configure the ARSceneView with a location data source. The location data source provides location information for the device. The AR scene view uses the location data source to place the virtual scene camera close to the location of the physical device’s camera.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  3. Configure the scene for AR by setting the space and atmosphere effects and adding an elevation source, then display it.

                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {
            base.OnAppearing();
            await ARView.StartTrackingAsync(Esri.ArcGISRuntime.ARToolkit.ARLocationTrackingMode.Ignore);
        }
    
        protected override void OnDisappearing()
        {
            base.OnDisappearing();
            ARView.StopTrackingAsync();
        }
    }
    
    
    // ---------- Tabletop --------------------- //
    
    
        public override void LoadView()
        {
            // After creating and displaying views…
            // Get notification when planes are detected
            _arSceneView.PlanesDetectedChanged += ARSceneView_PlanesDetectedChanged;
        }
    
        private void ARSceneView_PlanesDetectedChanged(object sender, bool planeDetected)
        {
            if (planeDetected)
            {
                BeginInvokeOnMainThread(EnableTapToPlace);
            }
        }
    
        private void EnableTapToPlace()
        {
            // Show the help label.
            _helpLabel.Hidden = false;
            _helpLabel.Text = "Tap to place the scene.";
    
            // Wait for the user to tap.
            _arSceneView.GeoViewTapped += _arSceneView_GeoViewTapped;
        }
    
    
    
        private void _arSceneView_GeoViewTapped(object sender, Esri.ArcGISRuntime.UI.Controls.GeoViewInputEventArgs e)
        {
            if (_arSceneView.SetInitialTransformation(e.Position))
            {
                DisplayScene();
            }
        }
    
    
    
        private Scene _tabletopScene;
    
        private async void DisplayScene()
        {
            // Get the downloaded mobile scene package.
            MobileScenePackage package = await MobileScenePackage.OpenAsync("path_to_.mspk");
            await package.LoadAsync();
            _tabletopScene = package.Scenes.First();
    
            // Hide the base surface.
            _tabletopScene.BaseSurface.Opacity = 0;
    
            // Enable subsurface navigation. This allows you to look at the scene from below.
            _tabletopScene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
            // Show the scene.
            _arSceneView.Scene = _tabletopScene;
    
            UpdateTranslationFactorAndOriginCamera(_tablestopScene);
        }
    
    
    
        private void UpdateTranslationFactorAndOriginCamera()
        {
    
          // Create a camera at the bottom and center of the scene.
          //    This camera is the point at which the scene is pinned to the real-world surface.
          Camera originCamera = new Camera(39.957870, -75.169967, 8.0, 0, 90, 0);
    
          // Set the origin camera.
          _arSceneView.OriginCamera = originCamera;
    
          // The width of the scene content is about 800 meters.
          double geographicContentWidth = 800;
    
          // The desired physical width of the scene is 1 meter.
          double tableContainerWidth = 1;
    
          // Set the translation factor based on the scene content width and desired physical size.
          _arSceneView.TranslationFactor = geographicContentWidth / tableContainerWidth;
    
        }
    
    
    
    // ---------- Flyover --------------------- //
    
    
        private void DisplayScene()
        {
    
          // Create the scene with a basemap.
          Scene flyoverScene = new Scene(Basemap.CreateImagery());
    
          // Create the integrated mesh layer and add it to the scene.
          IntegratedMeshLayer meshLayer = new IntegratedMeshLayer(new System.Uri("https://tiles.arcgis.com/tiles/u0sSNqDXr7puKJrF/arcgis/rest/services/Frankfurt2017_v17/SceneServer/layers/0"));
          flyoverScene.OperationalLayers.Add(meshLayer);
    
          // Show the scene.
          _arSceneView.Scene = flyoverScene;
    
          // Wait for the layer to load so that extent is available.
          await meshLayer.LoadAsync();
    
          // Start with the camera at the center of the mesh layer.
          Envelope layerExtent = meshLayer.FullExtent;
          Camera originCamera = new Camera(layerExtent.GetCenter().Y, layerExtent.GetCenter().X, 600, 0, 90, 0);
          _arSceneView.OriginCamera = originCamera;
    
          // Disable navigation constraint
          _scene.BaseSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Set the translation factor to enable rapid movement through the scene.
          _arSceneView.TranslationFactor = 1000;
    
          // Enable atmosphere and space effects for a more immersive experience.
          _arSceneView.SpaceEffect = SpaceEffect.Stars;
          _arSceneView.AtmosphereEffect = AtmosphereEffect.Realistic;
    
        }
    
    
    // ---------- World-scale --------------------- //
    
    
     _arView.LocationDataSource = new SystemLocationDataSource();
    
    
    
        private void ConfigureSceneForAR()
        {
          // Create the scene with imagery basemap
          _arView.Scene = new Scene(Basemap.CreateImagery ());
    
          // Create and add the elevation surface
          _elevationSource = new ArcGISTiledElevationSource(new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"));
          _elevationSurface = new Surface();
          _elevationSurface.ElevationSources.Add(_elevationSource);
          _arView.Scene.BaseSurface = _elevationSurface;
    
          // Remove the navigation constraint.
          _elevationSurface.NavigationConstraint = NavigationConstraint.None;
    
          // Disable space and atmosphere effects
          _arView.SpaceEffect = SpaceEffect.None;
          _arView.AtmosphereEffect = AtmosphereEffect.None;
        }
    
    
    
    public override void ViewDidAppear(bool animated)
    {
      base.ViewDidAppear(animated);
    
      // Continuous update mode
      _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
      // One-time mode
      //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    protected override async void OnResume()
    {
        base.OnResume();
    
        // Continuous update mode
        _arView.StartTrackingAsync(ARLocationTrackingMode.Continuous);
    
        // One-time mode
        //_arView.StartTrackingAsync(ARLocationTrackingMode.Initial);
    }
    
    
    
    _arSceneView.RenderPlanes = true;
  4. Start tracking using one of two Location tracking options for world-scale AR, continuous or once only.

    Xamarin.AndroidXamarin.iOS
                                                                                                                                                                                                       
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    // ---------- General --------------------- //
    
    public partial class BasicAR : ContentPage
    {
        protected override void OnAppearing()
        {