An experiment in the effect of occluding rendered geometry with real world geometry, using depth masks mapped to walls at runtime.
A little bit of scene setup at the beginning of launch, allows you to place objects and define walls in such a way that the walls appear to be in front of the rendered geometry.
It's a little rough around the edges, but it has a lot of potential for creating games that take place in a real world setting that understands the geometry of a physical space. Helps to further the impression of physically grounded elements in a scene.
Could also be used for navmesh generation, allowing augmented elements to navigate through your physical space. Of course, it's all dependent on the tracking accuracy of AR Kit.
I begin by showing how placed objects normally would be seen through real-world walls, and then I place a few walls by tapping on the floor at the corners.
Background Music, "Stone Giant", by me, Glen Rhodes. All Rights Reserved.