The phone maps the room
Watch the coloured surface crawl over the chairs and floor. That mesh is the phone working out the shape of the room in real time — and the basketball you see rolls across it like it would across the real floor.
No app. No download. No account. Open this page on your phone, point it at your floor, and put something that isn't there into your room. Then scroll on to see how the same ideas turn into real research and real games.
Companion page for Workshop 07 — Augmented Reality & Game Development, part of Code Champ 2026 “Code Your World”, run by E3 (Computer Science) with CPS, SLAAS and the IEEE Computer Society Sri Lanka Chapter.
Tap to hang a crystal in the air, turn away, then turn back and find it again. It runs entirely inside your browser — your camera feed never leaves your phone, there is no server, no upload, and nothing is recorded.
Best on a phone. You'll be asked for motion access and then camera access — say yes to both. Nothing is uploaded or recorded.
Checking what your phone can do…
The page checks your device and gives you the best mode it can run. You will always get something — nobody is left with a blank screen.
Nothing is really floating in your room. The phone is drawing a 3D object into a live photo, sixty times a second, from exactly the right angle. Here is the trick, drawn to scale.
The demo at the top of this page skips both of these — they need more capable hardware. Tap the buttons to see what each one actually does.
The demo above is deliberately simple. Five more layers sit between it and a real AR game — and the first four each have a clip from my research further down, recorded on an ordinary phone.
The phone builds an invisible 3D mesh of the surfaces around you — walls, floors, tables. Once it has that mesh, virtual things can rest on real surfaces and bounce off them.
Beyond shape, the phone can label what it sees — sky, ground, buildings — and work out how far away each pixel is. That's what lets a virtual character walk behind a real tree.
Tie the content to a real location and AR stops being a party trick. The same virtual object appears in the same physical spot every time anyone visits.
Two phones, one agreed coordinate system. Both players see the same virtual object in the same real place at the same time — the foundation of every multiplayer AR game.
Add a goal, a score and another player, and the technology becomes a game. This is where the research on this page lives.
You don't need any of this on day one. Start with a camera and a cube — everything else is layers you add later.
Four experiments from my PhD work at HIT Lab NZ, built with the Niantic Lightship SDK (since renamed the Niantic Spatial SDK). Each card starts with a short, low-bandwidth preview — tap it and it plays straight away. The full-length version opens in a new tab when you want it.
Watch the coloured surface crawl over the chairs and floor. That mesh is the phone working out the shape of the room in real time — and the basketball you see rolls across it like it would across the real floor.
The sky gets recoloured because the phone has identified it as sky. The same understanding places the character on flat ground and lets real objects pass in front of virtual ones — the effect called occlusion.
Here the virtual content is tied to the real walkway rather than to the screen. Walk away and it stays behind; come back and it's still there. This is the mechanic behind every “go outside and play” AR game.
Look closely: both phones show the same virtual chair standing in the same spot in the same real room. Getting two devices to agree on where “here” is turns out to be one of the hardest and most interesting problems in AR.
Previews are ~250 KB each and only download when you tap them. Full clips are hosted on University of Canterbury OneDrive and are much larger — save those for Wi-Fi.
Everything above is plumbing. This is what it was for — a hide-and-seek game where one player hides virtual objects in another player's room, from a different building entirely.
Augmented Hide-and-Seek — presented at IEEE VR 2025. The full study is open access in Multimodal Technologies and Interaction ↗.
Across 60 participants, playing in AR changed how people searched — they used vertical and mid-air space that never comes into play in the real-world version of the game.
Figures from Wickramasinghe, Lukosch, Everett & Lukosch (2025), Multimodal Technologies and Interaction 9(8), 79 — open access, CC BY 4.0.
The most useful lesson from years of AR research is unglamorous: sketch the rules first. Code is the last step, not the first.
Figures from my PhD research at HIT Lab NZ, University of Canterbury — thesis PDF · all publications.
If today is your first day with AR, here is the order I'd recommend — easiest first, and every one of them is free.
3D and AR scenes written as HTML tags. If you can write a web page, you can write your first AR scene today. Nothing to install.
Next · WebAdds marker and location tracking to A-Frame. Print a pattern, point your phone at it, and something appears on top of it.
Under the hood · WebThe next step up from the demo at the top of this page: real plane detection and depth in the browser, no plugins — on Android phones that support it.
Going further · AppsWhen you want a real app on the store. One project builds to both Android and iOS. This is what most AR studios use.
Going further · AppsThe toolkit behind the four clips above — formerly Lightship, now the Niantic Spatial SDK. Everything section 02 describes, production-ready.
And thenStudies, thesis and papers on designing location-based AR games that connect remote players and places.
If one thing on this page is worth downloading tonight, it's this. It's the toolkit the four
clips above were built with, and it hands you — for free, in an afternoon — the exact
capabilities that took research labs years to build. If you've followed an older tutorial
and hit a dead end, that's why: Lightship was renamed the Niantic Spatial SDK, and
lightship.dev now redirects here.
Start here: install the SDK for Unity ↗, open one of the sample projects ↗, and run it on your phone before you write a single line of your own. Seeing occlusion work on your own desk is worth more than any lecture — including mine.
Part of Code Champ 2026, “Code Your World”, organised by E3 (Computer Science) with the Committee for Popularization of Science (CPS), SLAAS and the IEEE Computer Society Sri Lanka Chapter. Led by Dr. Yasas Sri Wickramasinghe, Postdoctoral Researcher at HIT Lab NZ, University of Canterbury.