{"schemaVersion":1,"record":{"key":"mechanic/phone-camera--family-ar-rules","type":"mechanic","id":"phone-camera--family-ar-rules","lang":"en","title":"AR: viewpoint and observation rules","summary":"The player changes viewpoint and aims at spatial targets. Measure requires aligning the pointer with object points; its measurements are approximate.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-ar-rules/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-ar-rules.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-ar-rules.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"sourceIds":["source-0599b2ea6361e813","source-ed7020b965238bb1","source-2d9202f2f950f384","source-6af608cd666f05e5"],"sources":[{"id":"source-0599b2ea6361e813","title":"ARCore: motion tracking, planes, anchors","url":"https://developers.google.com/ar/develop/fundamentals","verifiedAt":null},{"id":"source-ed7020b965238bb1","title":"ARCore Depth: depth and occlusion","url":"https://developers.google.com/ar/develop/depth","verifiedAt":null},{"id":"source-2d9202f2f950f384","title":"Apple ARKit: world tracking","url":"https://developer.apple.com/documentation/arkit/understanding-world-tracking","verifiedAt":null},{"id":"source-6af608cd666f05e5","title":"Measure (iOS)","url":"https://support.apple.com/guide/iphone/measure-dimensions-iphd8ac2cfea/ios","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player acts by moving the phone and changing what he sees. Screen boundaries, line of sight in the model, and human attention are different quantities. Returning to a place requires relocalization, and consistency between sessions does not occur automatically."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-ar-rules-variants\"></a>\n\n- The phone is like a window. Action: Move the device to look into a fixed digital world. Application: Diorama, virtual aquarium, object exploration. Technologies: AR spatial tracking. <a id=\"variant-cam-121\"></a>\n- Walking around the object. Action: Examine a digital or recognized object from different angles. Application: Finding a weak point, museum model, spatial riddle. Technologies: AR spatial tracking. <a id=\"variant-cam-122\"></a>\n- The angle is like a key. Action: Find the point where the elements of a digital scene add up to answer. Application: Perspective puzzle, character alignment, hidden caption. Technologies: AR spatial tracking. <a id=\"variant-cam-123\"></a>\n- Distance as action. Action: Enter the range of distances relative to the virtual object. Application: Taming, activating a portal, playing with caution. Technologies: AR spatial tracking. <a id=\"variant-cam-124\"></a>\n- Observation holds the state. Action: Keep the object in the visible sector; when you turn away, it changes. Application: Horror, “keep in sight”, quantum puzzle. Technologies: AR spatial tracking. <a id=\"variant-cam-125\"></a>\n- Action outside the frame. Action: Remove an object from view and return it to trigger the transition. Application: Tricks, transformations, observation puzzle. Technologies: AR spatial tracking. <a id=\"variant-cam-126\"></a>\n- Portal and border crossing. Action: Guide the phone or player through a given virtual area. Application: Another room, changing the world scale, spatial quest. Technologies: AR spatial tracking. <a id=\"variant-cam-127\"></a>\n- Return to anchor. Action: Re-find a previously saved location and continue the state of the object. Application: Permanent pet, abandoned cache, asynchronous scene. Technologies: AR spatial tracking; Device capabilities. <a id=\"variant-cam-128\"></a>"},{"id":"context","title":"Context and limits","body":"Games, learning, creativity and interactive applications. Author's systematization of game rules based on proven technical capabilities. Examples are application ideas and not statements of released products."}],"relations":[],"placements":[{"catalogId":"phone-camera","id":"family-ar-rules","title":"Phone camera interactions","url":"https://gamemechanics.pro/en/mechanics/phone-camera/#family-ar-rules","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"AR: viewpoint and observation rules","description":"The player changes viewpoint and aims at spatial targets. Measure requires aligning the pointer with object points; its measurements are approximate.","image":{"src":"images/mechanics/camera-apple-measure.webp","width":490,"height":1008,"game":"Measure (iOS)","sourceUrl":"https://support.apple.com/guide/iphone/measure-dimensions-iphd8ac2cfea/ios","originalUrl":"https://ipcdn-web.apple.com/assets/v2/web/1f7529ac-b23e-4b34-a44c-4e84c42893d6","credit":"Apple","rights":"© Apple. Official documentation image; all rights reserved. Excluded from portal MIT and CC BY 4.0.","caption":"Measure: a rectangle and dimensions over the camera view of a box","alt":"Measure: a rectangle and dimensions over the camera view of a box","markers":[{"x":50,"y":50,"label":"The central pointer helps select points in space"}]},"tips":["Distinguish screen visibility, model line of sight and human attention."],"examples":[{"title":"Measure (iOS)","url":"https://support.apple.com/guide/iphone/measure-dimensions-iphd8ac2cfea/ios"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/phone-camera"}}