AR 기초용 인스턴트 게재위치 개발자 가이드
컬렉션을 사용해 정리하기
내 환경설정을 기준으로 콘텐츠를 저장하고 분류하세요.
자체 앱에서 Instant Placement API 또는 지속적인 레이캐스트를 사용하는 방법을 알아보세요.
기본 요건
계속하기 전에 기본 AR 개념과 ARCore 세션을 구성하는 방법을 이해해야 합니다.
개념 이름
특정 개념과 메서드의 이름은 AR Foundation과 Unity용 ARCore SDK 간에 다를 수 있습니다. 참고를 위해 아래 표에 나열되어 있습니다.
기본 요건
이 가이드에서는 이미 Unity를 설치하고 구성했다고 가정합니다. 그렇지 않은 경우 AR Foundation용 ARCore 확장 프로그램 시작하기에서 설치 및 설정 단계를 참고하세요.
즉시 배치 (지속적인 레이캐스트)는 AR Foundation 패키지로 즉시 사용할 수 있습니다. 장면을 설정하려면 다음 단계를 따르세요.
AR Foundation 4.x
사전 정의된 게임 객체 AR Session Origin 및 AR Session를 추가합니다.

AR Raycast Manager 구성요소를 AR Session Origin 게임 객체에 추가합니다.

Raycast Prefab이 null이 아니면 ARRaycastManager
가 프리탸를 인스턴스화하고 ARRaycast
의 포즈와 자동으로 동기화합니다.
AR Foundation 5.x
사전 정의된 게임 객체 XR Origin 및 AR Session를 추가합니다.

AR Raycast Manager 구성요소를 XR Origin 게임 객체에 추가합니다.

Raycast Prefab이 null이 아니면 ARRaycastManager
가 프리탸를 인스턴스화하고 ARRaycast
의 포즈와 자동으로 동기화합니다.
AR Foundation 6.x
사전 정의된 게임 객체 XR Origin 및 AR Session를 추가합니다.

AR Raycast Manager 구성요소를 XR Origin 게임 객체에 추가합니다.

Raycast Prefab이 null이 아니면 ARRaycastManager
가 프리탸를 인스턴스화하고 ARRaycast
의 포즈와 자동으로 동기화합니다.
객체 배치
새 ARCore 세션에서 ARRaycastManager.AddRaycast(Vector2, float)
를 사용하여 히트 테스트를 실행합니다.
public ARRaycastManager RaycastManager; // set from the Editor Inspector.
void Update()
{
Touch touch;
if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began)
{
return;
}
if (EventSystem.current.IsPointerOverGameObject(touch.fingerId))
{
return;
}
ARRaycast raycast = RaycastManager.AddRaycast(touch.position, _estimateDistance);
if (raycast != null)
{
// You can instantiate a 3D object here if you haven’t set Raycast Prefab in the scene.
…
}
}
ARRaycast 추적 상태 모니터링
ARCore에 정확한 3D 포즈가 있으면 ARRaycast.trackingState
가 Tracking
가 됩니다.
그렇지 않으면 Limited
로 시작하고 ARCore에 정확한 3D 포즈가 있으면 Tracking
로 전환됩니다. 추적 상태가 Tracking
가 되면 Limited
로 되돌아가지 않습니다.
달리 명시되지 않는 한 이 페이지의 콘텐츠에는 Creative Commons Attribution 4.0 라이선스에 따라 라이선스가 부여되며, 코드 샘플에는 Apache 2.0 라이선스에 따라 라이선스가 부여됩니다. 자세한 내용은 Google Developers 사이트 정책을 참조하세요. 자바는 Oracle 및/또는 Oracle 계열사의 등록 상표입니다.
최종 업데이트: 2025-07-14(UTC)
[null,null,["최종 업데이트: 2025-07-14(UTC)"],[[["\u003cp\u003eLearn to use the Instant Placement API or persistent raycasts in your AR apps.\u003c/p\u003e\n"],["\u003cp\u003eUnderstand fundamental AR concepts and ARCore session configuration as prerequisites.\u003c/p\u003e\n"],["\u003cp\u003eSet up your scene with AR Session Origin, AR Session, and AR Raycast Manager components.\u003c/p\u003e\n"],["\u003cp\u003ePlace objects by performing hit tests using \u003ccode\u003eARRaycastManager.AddRaycast\u003c/code\u003e.\u003c/p\u003e\n"],["\u003cp\u003eMonitor the \u003ccode\u003eARRaycast\u003c/code\u003e tracking state to determine the accuracy of the 3D pose.\u003c/p\u003e\n"]]],[],null,["# Instant Placement developer guide for AR Foundation\n\nLearn how to use the\n[Instant Placement API](/ar/develop/unity-arf/instant-placement/overview), or\n[persistent raycasts](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html#persistent-raycasts), in your own apps.\n\nPrerequisites\n-------------\n\nMake sure that you understand [fundamental AR concepts](/ar/develop/fundamentals)\nand how to [configure an ARCore session](/ar/develop/unity-arf/session-config) before proceeding.\n\nConcept names\n-------------\n\nNames of certain concepts and methods may differ between AR Foundation and the\nARCore SDK for Unity. These are listed in the table below for easy reference.\n\n|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| **AR Foundation** | **ARCore SDK for Unity** |\n| [Persistent raycasts](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html#:~:text=Persistent%20raycasts,ARRaycastManager%20component%20from%20script%20code.) | Instant Placement |\n| [ARRaycastManager.AddRaycast(Vector2, float)](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html#persistent-raycasts) | [Frame.RaycastInstantPlacement(float, float, float, out TrackableHit)](https://developers.google.com/ar/reference/unity/class/GoogleARCore/Frame#raycastinstantplacement) |\n| [ARRaycast](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARRaycast.html) | [TrackableHit](https://developers.google.com/ar/reference/unity/struct/GoogleARCore/TrackableHit) |\n| (No equivalence) | [InstantPlacementPoint](https://developers.google.com/ar/reference/unity/class/GoogleARCore/InstantPlacementPoint) |\n| [ARRaycast.trackingState](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARTrackable-2.html#UnityEngine_XR_ARFoundation_ARTrackable_2_trackingState) | [InstantPlacementPointTrackingMethod](https://developers.google.com/ar/reference/unity/class/GoogleARCore/InstantPlacementPoint?#trackingmethod) |\n\nPrerequisites\n-------------\n\nThis guide assumes you have already installed and configured Unity. If not, see\nthe [Getting started with ARCore Extensions for AR Foundation](/ar/develop/unity-arf/getting-started-extensions)\nfor installation and setup steps.\n\nConfigure a new session with `ARRaycastManager`\n-----------------------------------------------\n\nInstant Placement (persistent raycasts) is available out of the box with the AR\nFoundation package. Follow these steps to set up your scene. \n\n### AR Foundation 4.x\n\n\u003cbr /\u003e\n\n1. Add the predefined game objects **AR Session Origin** and\n **AR Session**.\n\n2. Add the **AR Raycast Manager** component into the\n **AR Session Origin** game object.\n\nWhen Raycast Prefab is not null, [`ARRaycastManager`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html)\nwill instantiate the prefab and automatically sync its pose with the pose of\n[`ARRaycast`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARRaycast.html).\n\n\u003cbr /\u003e\n\n### AR Foundation 5.x\n\n\u003cbr /\u003e\n\n1. Add the predefined game objects **XR Origin** and\n **AR Session**.\n\n2. Add the **AR Raycast Manager** component into the\n **XR Origin** game object.\n\nWhen Raycast Prefab is not null, [`ARRaycastManager`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html)\nwill instantiate the prefab and automatically sync its pose with the pose of\n[`ARRaycast`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARRaycast.html).\n\n\u003cbr /\u003e\n\n### AR Foundation 6.x\n\n\u003cbr /\u003e\n\n1. Add the predefined game objects **XR Origin** and\n **AR Session**.\n\n2. Add the **AR Raycast Manager** component into the\n **XR Origin** game object.\n\nWhen Raycast Prefab is not null, [`ARRaycastManager`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/raycast-manager.html)\nwill instantiate the prefab and automatically sync its pose with the pose of\n[`ARRaycast`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARRaycast.html).\n\n\u003cbr /\u003e\n\nPlace an object\n---------------\n\nIn a new ARCore session, perform a hit test using\n[`ARRaycastManager.AddRaycast(Vector2, float)`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARRaycastManager.html#UnityEngine_XR_ARFoundation_ARRaycastManager_AddRaycast_UnityEngine_Vector2_System_Single_). \n\n public ARRaycastManager RaycastManager; // set from the Editor Inspector.\n\n void Update()\n {\n Touch touch;\n if (Input.touchCount \u003c 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began)\n {\n return;\n }\n\n if (EventSystem.current.IsPointerOverGameObject(touch.fingerId))\n {\n return;\n }\n\n ARRaycast raycast = RaycastManager.AddRaycast(touch.position, _estimateDistance);\n if (raycast != null)\n {\n // You can instantiate a 3D object here if you haven't set Raycast Prefab in the scene.\n ...\n }\n }\n\nMonitor the ARRaycast tracking state\n------------------------------------\n\nIf ARCore has an accurate 3D pose, the [`ARRaycast.trackingState`](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/api/UnityEngine.XR.ARFoundation.ARTrackable-2.html#UnityEngine_XR_ARFoundation_ARTrackable_2_trackingState) will be [`Tracking`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.TrackingState.html).\nOtherwise, it will start with [`Limited`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.TrackingState.html)\nand transition to [`Tracking`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.TrackingState.html) once ARCore has an accurate 3D pose. Once the tracking state becomes [`Tracking`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.TrackingState.html),\nit will not revert to\n[`Limited`](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.2/api/UnityEngine.XR.ARSubsystems.TrackingState.html)."]]