AR Race Car

# APP# AUGMENTED REALITY

AR Race Car is our own augmented reality app for iPhone. It puts a realistic race car on your kitchen table, living room floor or street and lets you drive it, with burnouts, tire smoke and skid marks. We built it to take our AR work past the prototype stage, and it shipped about five weeks after we started. It has since been downloaded more than 41,000 times and holds a 4.4 out of 5 rating on the App Store.

AR Race Car on an iPhone held sideways: a red number 5 race car does a smoking burnout on a real street in front of a graffiti mural

The Challenge

By 2018 we had built augmented reality prototypes with most of the major toolkits, including ARKit, ARCore and Vuforia. Each one taught us something about tracking, surfaces and how people react when digital objects appear in their space. None of them had shipped. A prototype can lean on a developer who knows its quirks. A product has to work for someone who has never seen it.

We wanted one complete AR app in the App Store: polished enough to hand to a client in a meeting, and complex enough to make us solve the problems that only show up once real people use it. We chose cars. They need no character animation, they make sense at a glance, and everyone wants to drive one.

Scale was the main technical risk. People would want a toy car on the desk and a full-size car in the driveway, but resizing a physics-driven car changes how heavy it feels, how fast it seems and how it handles. ARKit was also less than a year old, so there were few established patterns to follow.

The AR Race Car logo: a green number 5 race car driving out of an iPhone screen
41,000+ App Store downloads, rated 4.4 out of 5
66× scale range, from desk toy to full size, with the same handling at every size

The Solution

Placing a car in the real world

AR Race Car is built in Unity, with Apple's ARKit for world tracking and surface detection. When the app starts, it looks for a tabletop, floor or road and shows a scanning prompt until it finds one. The player then places the car where they're pointing. It always faces away from the camera, ready to drive, stays level, and stays on the surface even if the phone drifts toward a wall. A short particle effect marks the landing, and soft shadows ground the car on the real surface.

Scaling the world, not the car

Instead of resizing the car, we scale the AR camera rig around the spot where the car was placed. The car keeps its true physical size inside the simulation, so its weight, grip and speed never change. What changes is how big the real world looks to it. A single slider takes the car from Tiny to full size across a 66× range, and it handles the same at every size, whether it's on a desk, the living room floor or a parking lot.

Driving feel, sound and smoke

Every car runs on a full vehicle physics simulation with suspension, tire grip and weight transfer, in three setups: Street, Race and Drift. Stat bars for acceleration, top speed, handling and traction show how the cars differ before you choose. Engine sound follows the throttle, tires squeal when they lose grip, and hard driving lays skid marks and tire smoke on the real surface. We licensed high-quality vintage race car and sports car models and gave each one new paint and liveries, which kept our effort on placement, scaling, controls and feel.

Everything a prototype skips

Shipping meant finishing the parts a prototype never needs: animated onboarding that teaches scanning, placing, scaling and driving, a pause menu, haptic feedback, a swipe-to-browse garage, iPhone X safe-area layout and a full test cycle. We enlarged the on-screen controls several times after testing so they work for thumbs on a phone held up to frame the scene. We also built in recording with ReplayKit from the start, because AR is something people want to show off.

The AR Race Car page on rocket5studios.com on desktop and iPhone, with the gameplay video, tagline and App Store button

Outcome

AR Race Car launched as a free App Store app about five weeks after we started, built by one developer, and found its audience without a marketing budget. It also became our best AR sales tool. In client meetings we set a car on the table, hand over the phone, and within a minute the client is scaling it up and doing donuts in front of everyone.

  • Downloads: more than 41,000
  • App Store rating: 4.4 out of 5
  • Time to first release: about 5 weeks (April to May 2018)
  • Scale range: 66×, with the same handling at every size
  • Team: 1 developer, with updates for Unity and Apple platform changes through 2020

The problems we solved here apply to almost any AR brief: getting a digital object to sit convincingly on a real surface, letting people resize it without breaking it, and designing controls for a phone held at arm's length. That experience now goes into our AR and VR development for brands and agencies. You can see more of the cars on the AR Race Car page.

AR Race Car at Tiny scale: the red race car drifts across a wooden desk next to a pair of earbuds, leaving skid marks
AR Race Car at full size: the same red race car does a burnout on a city street in front of a graffiti mural
The AR Race Car garage on iPhone: the Mini Bart with its Drift setup and stat bars for acceleration, top speed, handling and traction, and a Drive in AR button

“So much fun playing in the street or in your living room! Good fun!”

OcellarisFishFive-star App Store review
Download on the App Store

Technologies Used

Unity, Apple ARKit, ReplayKit, iOS haptics, vehicle physics simulation, DOTween, TextMesh Pro

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