During our talk at Unite, Tim and I talked about scaled content and why you would want it. We also discussed why you would not want to scale the content itself, but use "camera-tricks" to do the scaling. We showed two options for scaling content, one of them uses one camera, while the other uses two cameras. The first option (single camera) was shown in the talk. The second (two camera) option is outlined below, and the code and project for it on ARKit Plugin is available at https://bitbucket.org/Unity-Technologies/unity-arkit-plugin/branch/alt-scaled-content For the two camera solution, we use one camera to keep track of the GameObjects in the current real world coordinate system e.g. the size and position of the table you are trying to display things on. Lets call this camera the "TrackingDataCamera", and keep this moving and rotating according to what the ARKit device does. It will also render any of the ARKit generated GameObjects, like the debug planes and feature points. The second camera, which we will call the "ContentCamera" will have a parent transform that will be positioned and rotated in such a way that rendering the content scene using this camera will make the scene (which is static remember) appear in the right place, and at the right size. How is this achieved? We start with a "content anchor", which is a point in real world coordinates where you want your scaled scene to appear. We calculate the offset of our TrackingDataCamera from this point. We then multiply this offset by the inverse of the scale you desire for your scene (e.g. if you want your city scene to be 1/100 the size, we will multiply the offset by 100). We then translate the parent transform of the ContentCamera to this multiplied offset from the anchor. The camera transform for this ContentCamera still follows the same positioning and rotation of the TrackedCamera, so its orientation matches what device does. See rough sketch for how parent transform is moved. How to use this? In the UnityARContentScalingScene, replace the SkyscraperRoot GameObject with whatever scene objects contains your content. When you start the scene, it will look for a surface, and when you tap on the debug plane that describes the surface, it will use that hit position as the "ContentAnchor" noted above. Your content will appear at that position. If you know what scale you want your content at, put that value in ContentCameraParent GameObject in the Content Scale parameter of the Content Scale Maanger component. The GUI + and - buttons can help you find the correct scale for your content if that is not correct.