Category 3 of 5
Native and engine-based AR
Full game engines and platform SDKs, distributed through an app store rather than a URL. This is where the ceiling on visual fidelity and interaction complexity is highest, and also where vibecoding stops covering the whole job: a real editor (Unity, Unreal, Xcode) does work a text-only coding agent cannot fully replace.
| Option | What it is | Cost | Learning curve | Distribution | Offline capable | Vibecoding fit | Used in |
|---|
None of the projects behind this atlas use this category yet. Everything shipped
so far has stayed inside the browser. If a future piece genuinely needs app-store distribution,
offline installation with no network at all, spatial features WebGL cannot reach (mesh occlusion,
semantic segmentation), or targets emerging headset hardware, this is the honest next step, and it
is worth treating as a real scope change rather than something to vibecode the same way as a
WebAR project.