MADE BY FELIX ← Field Notes
Field Note — AR · Perfect Play Jun 08, 2023

Placing large 3D objects in AR

An adapted write-up on an issue we ran into at Chelsea DV while building Perfect Play, a football app that uses AR to help players lay out training drills on a real pitch.

Most AR placement patterns assume you're positioning something pocket-sized — a chair, a lamp, a sofa. We needed to place activity fields more than 5 metres long, and in 2020 nothing off the shelf handled that well.

Type
Field Note
Date
Jun 2023
Project
Perfect Play
Studio
Chelsea DV
AR 3D Placement Mobile

OverviewThe brief

This is an adapted write-up on an issue we ran into at Chelsea DV while building Perfect Play, a football app that uses AR to help players lay drills out on a real pitch. Plenty of AR apps place 3D objects on a plane — but as of 2020, none of them handled anything longer than about five metres.

Disclaimer: some details and data have been deliberately obfuscated to comply with the NDA between Felix and Chelsea DV.

Placing a large activity field template in AR on a real pitch
Perfect Play app screen showing an AR training drill laid out on grass

The problemBig objects break small-object assumptions

Placing a large object in AR is jarring in a way small objects aren't. First, you can't ask someone to run around and scan an entire football pitch before they've even seen what they're placing. Second, drop the object in without a clear anchor point and it can land in the wrong spot entirely — or worse, the player finds themselves standing in the middle of it, with no obvious way out of the confusion.

ResearchLooking at how other apps handle scale

This was clearly a hard problem to find prior art for. IKEA's AR planner was the closest thing to a gold standard for placement confidence, but the largest piece of furniture it could place was only about three metres wide — and it leaned on scanning the whole room to auto-place with enough clear space.

From there we looked at other categories built around scale: AR ruler apps, and the floor-plan scanners real-estate apps use to map a room.

Testing scale and measurement behaviour across the reference apps
Reference screenshot from the app research phase

Building an activity fieldFrom template to real pitch

Improving football skills works in mysterious ways. Coca-Cola-commercial footage of kids playing keepy-uppy on a dusty pitch looks nice, but real skill is sharpened through specific drills, refined over years inside football academies — and every one of those drills needed to work on wildly different real-world spaces: a back garden, a five-a-side cage, an open park.

Building an activity field template for a training drill

Activity templates

Each activity had its own shape and its own placement rules — some needed to sit flush against a wall, and as of 2019 ARKit didn't have wall detection to rely on. Three examples that shipped: Zig zag dribble, a narrow snaking lane; Aerial control two touch, a compact square footprint; and Gate game, a pair of gates spaced along a line. Easy enough to set up on a real pitch — try doing it in a backyard.

To build them, we worked out the median line running through each shape — marked in magenta below — and used that as the axis the rest of the template was built from.

Three activity templates with their median line marked in magenta: zig zag dribble, aerial control two touch, gate game

Scanning the environment

AR needs to both detect the plane and confirm there's enough clear space for the template — the latter more of a "nice to have" for the templates that needed a large area. The player is prompted to move around and scan; as they do, a progress bar and a blue dot matrix chart the scanned ground to keep it from feeling like a loading screen. Once there's enough space, the flow either unlocks automatically or hands control to the player to push forward.

Three-step scanning flow: prompting the player to scan, charting progress, then unlocking the next step

Playground designs

Every template has a defining line — usually between the two points furthest apart — used to check there's enough room to play. For a gate-based drill, that meant placing a first point flush against a wall (with the option to mirror the start from left to right, for left-handed players), then guiding the player to walk the device out along that line while the distance was measured live and shown in red until there was enough space.

Defining line used to measure whether a playground template has enough space
Placing the first gate point flush against a wall, then measuring out to the second point
Live distance measurement shown in red until enough space is confirmed

AdjustmentsLetting people fix it after the fact

Every placement is either fixed or needs adjusting — some purely optional, others closer to a required check. If a field ends up too close to a wall, the player gets the option to nudge it or confirm and move on.

Small "guide dot" indicators appear whenever an adjustment handle drifts out of the camera's view, acting like a compass to point the player back toward it — alongside numbered steps, for drills where it helps to know how many adjustments are left.

Guide dot pointing the player toward an adjustment handle that has drifted out of view
Nudging a placed field closer to or further from a wall after the fact

ConclusionsBorrow, don't invent

The fastest path here wasn't a novel AR interaction — it was combining three existing, well-understood patterns (furniture-grade placement confidence, ruler-grade measurement, floor-plan-grade spatial awareness) into one flow built specifically for objects too big for any one of them to handle alone.