In this section, we will write the platform-specific code for iOS that will initialize ARKit, find planes, and create nodes for UrhoSharp to render on the screen. We will be taking advantage of an Urho component that wraps ARKit in iOS. We will also be writing all the functions that will position, add, and remove nodes. ARKit uses anchors, which act as virtual points that glue the overlaid graphics to the real world. We are specifically looking for ARPlaneAnchor, which represents a plane in the AR world. There are other types of anchors available, but for this app, we only need to find horizontal planes.
Let's start off by defining the ARKitComponent field so that we can use it later.