String™ is the fastest, easiest to use augmented reality SDK for iOS

String™ recognises framed images and understands where they are in 3D space.

It's a piece of software you can plug in into any iOS project, that lets you display rich 3D graphics on top of the camera view as if they existed in the real world.


At String™, we know app development. That's because we're in the business ourselves. Throughout the beta phase prior to the release of our SDK, we’ve been developing cutting edge Augmented Reality apps and helping select clients do the same.

All the while adapting and fine-tuning the SDK to match the demands of real-life software development. That same String™ SDK is now available to all.


If you'd like to create beautiful Augmented Reality apps ridiculously fast, we have just the thing: Our fully supported integration with Unity, the current state of the art in high-productivity mobile 3D engines. You can literally get started without a single line of code.

  • Clean and simple tutorial project to get you started.
  • In-editor preview plug-in for instant testing.
  • A single static library, no header files needed.
  • Add maps, messaging, location tracking and other iOS goodness to your AR apps.


  • Comes in vanilla OpenGL and Unity flavours.
  • Add AR to any iOS project, regardless of 3D engine.
  • Add AR to your Unity iOS project without a single line of code.
  • Unity SDK has preview plugin for lightning fast test cycles.
  • Create your own image markers; they're just PNGs.
  • Contains hooks to easily create your own native.
  • iOS user interface (Cocoa Touch).
  • Developers can be up and running in minutes, not hours.


  • Frame rate limited only by camera hardware. Typically runs internally at ~70FPS on a 3G, excluding video capture.
  • Track up to 10 images simultaneously.
  • Exceptionally robust tracking.
  • Tracks well even with varying light levels across a single marker.
  • Lets you mimic real-world lighting in your scene by measuring the relative colour and lightness around each marker.
  • Typically uses ~120 kB of memory at runtime, excluding video capture.

The requirements for an image marker

  • Needs a high contrast outline; (near) black on (near) white.
  • There should be a fair amount of unique detail in each image.
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